Sony has announced at GDC that the virtual reality system PlayStation VR will release in October 2016 for $399. Titles expected to launch by the end of this year are: Eagle Flight, EVE: Valkyrie, Headmaster, Rez Infinite, Wayward Sky, RIGS, Tumble, Until Dawn: Rush of Blood and VR Worlds which regroup London Heist, Into the Deep and other games. There's also a new Star Wars Battlefront in development at DICE and Lucasfilm only for PSVR. The Playroom VR will come as a free download at the system launch. Get the details inside along with screens and trailers.
Tokyo, March 16, 2016 – Sony Computer Entertainment Inc. (SCEI) today announced that PlayStation®VR (PS VR), a virtual reality system that takes the PlayStation®4 (PS4™) system to the next level of immersion, will launch from October 2016 in Japan, North America, Europe and Asia, at manufacturer's suggested retail price of 44,980 yen, $399 USD, €399 and £349*1.
“Ever since we unveiled PS VR during the 2014 Game Developers Conference, we’ve received a tremendous response from gamers and developers alike,” said Andrew House, President and Global CEO of Sony Computer Entertainment Inc. “To make sure that we are able to prepare and deliver enough units of PS VR and a wide variety of software titles to consumers worldwide, we have decided to launch PS VR in October 2016. For those who are looking forward to its launch, we would like to thank everyone for their patience and continued support. We are beyond excited to deliver to consumers the amazing experience that PS VR offers.”
Currently more than 230 developers and publishers*2 are working on PS VR software titles, from smaller independent teams to larger studios at the industry’s top publishers such as 2K Games and Ubisoft®. Software titles in development for PS VR from these developers and publishers as well as from SCE Worldwide Studios (SCE WWS) are now totaling to more than 160 titles*3, and over 50 of those titles including Eagle Flight (Ubisoft), EVE: Valkyrie (CCP Games), Headmaster (Frame Interactive), Rez Infinite (Enhance Games), Wayward Sky (Uber Entertainment), RIGS: Mechanized Combat League, Tumble VR, Until Dawn: Rush of Blood and PlayStation®VR WORLDS (SCE WWS) are expected to launch by the end of this year. Additionally, Electronic Arts Inc., DICE and Lucasfilm are working on an all-new Star Wars™ Battlefront™ (Electronic Arts Inc.) gaming experience only for PS VR. Furthermore, THE PLAYROOM VR*4 by SCE WWS will be available as a free download from PlayStation®Store to all PS VR owners, simultaneously with the launch of the system.
To further drive the expansion of the PS VR software line-up, SCE is partnering with Tools & Middleware companies*5 to provide innovative technology solutions and enhance the title development environment for PS VR.
The system also has a Cinematic mode, which lets users enjoy a variety of content in a large virtual screen*6 while wearing the headset. Supported content for the Cinematic mode includes standard PS4 games and videos as well as variety of PS4 features including Share Play and Live from PlayStation. Users will also be able to enjoy 360 degrees photos and videos that are captured by devices such as omnidirectional cameras on PS VR via PS4 Media Player, which will let them feel as if they are physically inside the captured scene.
SCE will continue to vigorously promote PS VR towards its release in October 2016 by showcasing PS VR titles at events around the globe, while also broadening its title portfolio.
*1 Prices in North America and Japan exclude tax. Prices in Europe and UK include tax.
*2 Number as of March 16th, 2016
*3 Number as of March 16th, 2016
*4 THE PLAYROOM VR will include 6 games which will allow all users, including those new to PS VR, to intuitively enjoy VR experiences with other users.
*5 Refer to the attached list for details.
*6 Users can enjoy content on a virtual screen up to 225 inches (5 meters in width) at a distance of 2.5 meters. The size of the screen will feel different depending on individual users.
All comments (18)
You also have to render the scene twice for each eye, at at slightly different angle, in order for the depth perception to work. So not only are you rendering 1080p (or higher) at 90FPS (or higher) but you're ALSO rendering the scene TWICE. And it's looking like the PS4 VR headset may actually support 120hz. So you're basically going to get early PS3 graphics at the very best with this thing. Maybe graphics between PS2 and PS3.
I also expect the PlayStation VR headset to be 1080p so it's going to look very blurry and you'll have severe "screendoor" effect, which is where you can see each pixel on the display, including the black gaps inbetween each pixel. I've used VR with a 2560x1440 display and even that still isn't good enough and looks blurry. It hurts your eyes after a while.
Add to this the fact that the lenses used in VR headsets make the image even more blurred around the edges. It's only the center of the lens that's sharp. Moving your eyes to either side/up/down will make things look even more blurred because of lens distortion.
If you've never used VR at 1080p, then imaging literally standing 1 foot infront of a 60" 1080p TV. The image on the TV may look sharp from several feet away, but standing at just one foot distance it will be extremely blurred and you'll see each pixel and the gaps inbetween. This is what you're going to get with PS VR, but even worse because of lens distortions.
A minimum of 4K res is needed for VR in my opinion. You'll probably need over 16K for a completely clear "real-life" looking image, with no screendoor effect, in order to reach something that's just as sharp looking as the real world. Even the Rift and Vive don't come close to 4K (they're 2160x1200) but they'll atleast have PC hardware that can provide good graphics at 90+ FPS.
p.s. noclipmode doesn't have a clue. lol
I am disappointed in the number of available titles at launch, though. I remember a news where Sony said there was more than 100 VR games in development, that coupled with other VR devices coming out this year made me think PSVR would come with some 10-20 games.
If possible, hopefully some developers will add PSVR support to already released games. No idea if it's feasible or not, but maybe the PSVR processing unit can help make that a reality.
I hope Sony succeeds with PSVR, that would make a huge push to make VR mainstream. They just need to find a great way to market it to people, probably have an employee at brand retail stores with a set and a few games and demos.
I am disappointed in the number of available titles at launch, though. I remember a news where Sony said there was more than 100 VR games in development, that coupled with other VR devices coming out this year made me think PSVR would come with some 10-20 games.
If possible, hopefully some developers will add PSVR support to already released games. No idea if it's feasible or not, but maybe the PSVR processing unit can help make that a reality.
I hope Sony succeeds with PSVR, that would make a huge push to make VR mainstream. They just need to find a great way to market it to people, probably have an employee at brand retail stores with a set and a few games and demos.
and they're adding it to some games. driveclub for one. i'd love to see it added to some of the horror games we've had. alien isolation. outlast. soma and maybe firewatch and the witness etc. and hopefully no mans sky gets VR support...it would definitely help sell the game to me. they'd need some serious optimization though, especially the unity powered ones.
As for optimization, yeah, that would be tough for developers. But I remember a part in a recent Digital Foundry article about PSVR that mentioned it does a sort of mirroring instead of processing each image twice - one for the left and another for the right. So it takes less processing power than Oculus or HTC Vive.
I would be more specific, but I don't remember the exact term(s), and EuroGamer isn't loading for me for some reason, so I can't check.
Anyway, hopefully it's not too much trouble and developers add support for PSVR, it would also benefit PC versions of games for Oculus and HTC Vive.
As for optimization, yeah, that would be tough for developers. But I remember a part in a recent Digital Foundry article about PSVR that mentioned it does a sort of mirroring instead of processing each image twice - one for the left and another for the right. So it takes less processing power than Oculus or HTC Vive.
I would be more specific, but I don't remember the exact term(s), and EuroGamer isn't loading for me for some reason, so I can't check.
Anyway, hopefully it's not too much trouble and developers add support for PSVR, it would also benefit PC versions of games for Oculus and HTC Vive.
I just got access to EuroGamer and found that Digital Foundry article about PSVR that I mentioned before (link below):
http://www.eurogamer.net/articles/digitalfoundry-2...
I will only post 3 excerpts, but I highly recommend to anyone to read the full article, it's great.
"Sony's first party pedigree is strong, and there are plenty of exclusives to set it apart from the competition. But all of this does beg the question - does the PS4 itself have the horsepower to get the job done?"
"To answer this, we look back on four PlayStation VR demos sampled at last year's Paris Games Week. The first big attraction there was DriveClub VR, a game that stuck to 30fps for its regular console release, but targets 60fps via reprojection to achieve a fluid racing experience with a VR headset, interpolated up to 120Hz via asynchronous timewarp - effectively a frame-rate upscaler that warps the image based on the very latest motion data received from the headset."
"Everything was catered for here, with a top-end steering wheel and pedals supplied as the default control method. Once buckled in with the headset and headphones too, it hammered home how close DriveClub VR was getting to the real thing. Of course, it'll be interesting to see how the experience holds up with a standard Dual Shock 4 in hand, but the head tracking alone gave us a real sense of presence within the car. Leaning forward and back, and turning around, we could examine every detail of its interior in a way that wasn't possible before."
So that might be as close as we will get - for now - to feeling like driving those super cars for real. We should also remember that most Racing games on PS4 run at 60fps, unlike Driveclub, so I believe they don't need as much "tweaking" and reducing assets' quality and effects as Driveclub, which had to go from 30fps to 60fps.
For "walking simulators" and FPSs, I imagine that they could reach 60fps with a few months' work, which might be worth if PSVR sales are very good. But FPS games like Call of Duty and Battlefield, which already run at 60fps could be PSVR ready with a little work, Battlefield 4 would need to up its resolution from 900p to 1080p to keep the immersion, if I'm not mistaken.
As of right now, I'm very excited for PSVR and all the possibilities it has. Imagine a Bloodborne/Souls game in VR, where you, very little, would fight a huge boss right up in your face... terrifying!!! And exciting as hell!
PS. I always had a dream of piloting a jet airplane, so an Ace Combat or H.A.W.X. would be great as hell! Also, GTA in First-Person mode... so goddamn many possibilities.
I think that whenever you have to put something on your face, it will lose a lot of people upfront and then after a while. I could be wrong since I have not tried the tech recently though VR was done in the past. Hoping to try the Rift shortly. If I'm sold on the tech, I would consider PSVR.
I have big concerns with Sony. I remember they were all in on 3D. That died. I unfortunately bought a Vita which has been dead for quite some time. I did not buy the Move but that has been good as dead and now revived with VR. I did not buy a camera but like Kinect its been useless for gaming. That has been the issue with all of the add-ons. Games.
I don't think Sony does a great job of managing two consoles and VR is another console. I also don't think 3rd party who did not buy into 3D, did not jump on the Vita, did not jump on the Move and did not jump on the camera will somehow jump on VR. Funny when all these add-ons were launched they had a ton of 3rd party developers, just like VR.
My question would be how much harder is it for developers to make a VR game that is AAA versus a non-VR AAA game? What about the cost? If its the same, then maybe but if it takes longer and cost more. I'm waiting it out.