This may be the week we learn a little more about Sony’s next-gen PSVR2 headset, which still remains something of a mystery. While we’ve seen the hardware and controllers, and even a few seconds of Horizon Call of the Mountain gameplay, specifics like software lineups very much remain undercover. But a GDC presentation from engine Unity promises to explore the headset’s “improved graphics performance and cutting-edge hardware”.
The briefing, scheduled to take place on 24th March, is entitled ‘Building Next-Gen Games for PSVR2 with Unity’. While this will be more targeted at developers, it’s likely we’ll learn more about what’s possible with the headset, including some examples. Furthermore, with Unity hosting a presentation on the platform, it’s feasible that the peripheral may feature in other presentations during the industry-focused convention.
Of course, it’s important to keep your expectations in check here. GDC is an event for gaming professionals, and it’s not necessarily the venue for consumer relations. This means you shouldn’t anticipate game reveals or trailers – more tech-focused information about some of the features and functions of the headset. We’ll keep you updated throughout the course of the week with any interesting tidbits or updates.
[source schedule.gdconf.com, via uploadvr.com]
Comments 21
Definitely not expecting any announcements but excited to see what they have in store nonetheless!
Interested in the eye tracking tech
really looking forward to this or any news/demos of PSVR2
Any news is great news. I can’t wait to get my hands on this.
PSVR2 is true next gen gaming. It’s the only thing that gets me excited in gaming these days, with very few exceptions.
Let me know about eye tracking with foveated rendering and how the vibrations can help alleviate motion sickness please.
Why use controllers for this?
Why is it difficult to make this wireless?
Nice!
PSVR2 and SteamDeck are top of my hardware list. Finally starting to come true.
Any news is good news at this point, though I'm not sure if the presentation is going to be freely available?
@KnightRider1982
Why not have a controller with full button array and analogue sticks?
Why introduce nausea inducing lag through wireless connection or additional weight/heat/cost through onboard processors?
I completely missed the headset reveal. What.
Really want to know if I can use these controllers for normal games.
That move controller gun that worked with killzone 3 was awesome.
@Nacheis Doubtful, mate. I believe the controllers use the headsets 'inside out' tracking to accurately map their position. Although?.....
Maybe they could somehow bring PS5's camera into play for those who fancy motion controls for flatscreen gaming?
Be a nice bonus feature if they could.
@KnightRider1982 How else are you going to tell the game what actions you're doing? Pulling a trigger, jumping, moving, opening a menu, etc.
Not making it wireless means the price could be more affordable.
@KnightRider1982 I think a wireless connection might add at least 4ms or so latency each way. So an extra 8ms from a controller action and seeing a response. Doesn't sound much but probably enough to be quite noticeable in some situations.
Then there's the extra battery drain, meaning bigger and a heavier battery and the cost of it all.
I was hoping the cable wouldn't be captive but it looks like it is (hope I'm wrong). That might rule-out a later add-on or use of a generic solution, which would be unfortunate
@Ausertoo I would let the PSVR2 detect motion on the body, so if I were to jump, then that would say to the PSVR2 that I have jumped and convert into the game.
I just hope it's backwards compatible with current PSVR games.
@gonzilla All I'm concerned about as well, must be backwards compatible with PSVR1 games.
@KnightRider1982 would probably help with motion sickness too. I used to mimic running in VR1 even though I didn't need to as it seemed to help when moving around.
@KnightRider1982 We've had that before with Kinect, that didn't go so well. Also, games are more than just jump and move. How are you going to open menus, select abilities/spells, etc. There's a bunch of other tasks that aren't able to be performed properly without a proper input device. One day in the future when we have The Matrix level VR where you can just think of things to activate, then we won't need controllers.
@Ausertoo That's because Kinect wasn't used properly.
@KnightRider1982 The tech would still not be enough to translate your movement properly to the game. Motion capture using just cameras is advancing pretty quickly, but it still not there. Plus it would not give the user a proper feedback of the action your doing in the VR world. For example, pressing the triggers when firing a weapon.
I played a sorcery game on Quest 2 that you only needed your hands, it felt more like a tech demo really. Not having a controller in your hands didn't make the game better. I felt more disconnected from the game than using the controllers. At least with a controller you get haptic feedback for your actions. Plus the game wouldn't recognize some of your movements sometimes and that was annoying.
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