it is not that hard to get them working.
I'm confused what you mean here; not being snarky.. just honestly confused.I would have actually thought this would be difficult given the very, very different tracking and controller designs. Unless Sony put together some hardcore software layer to interpret and translate PSVR2 to PSVR1 data, which is why I find this surprising because they really don't have much of a track record for this kind of stuff.
It would be nice if it does. Consider the relatively small number of PSVR1 titles, it is not that hard to get them working.
I'm confused what you mean here; not being snarky.. just honestly confused.
Just because it tracks "differently", isn't it the same concept? The PSVR 2 will know where your hands are, will know everything PSVR1 knows and then some.
And the new controllers have all of the buttons of Move controllers, and then some...
So what exactly wouldn't be easily made backwards compatibility from a control/tracking standpoint?
Moves have: Trigger, Shoulder, Square, Triangle, X/Cross, Circle, Move Button, Select, Start, and Home buttons. They lacked a D-pad and analog sticks.There are a shit-ton of buttons on Move controllers that aren't on PSVR2. I don't see how they could do backward compatibility without retaining the original Move controllers.
Thought this was a given?
They should pay them to add hand tracking. I didn't care much for the VR option in RE7 as the ingame interactivity was pretty much non existent from a gameplay perspective.Pay capcom to have RE7 VR to run at a higher resolution.
Because the games are expecting you to have a headset that is lit up and two bright balls on wands used for tracking. Literally everything about PSVR is built around those concepts, so Sony is probably going to have to translate whatever tracking there is for PSVR2 into literal brightness inputs for the PSVR software to read and input appropriately. I don't think they can just serve the PSVR game the raw motion data from the PSVR2, it needs to be translated into PSVR data, which is created using brightness being tracked by a camera. They might have to go as far as emulating the Playstation camera, and then feeding that emulated camera fake 3D lightmaps generated by translating the PSVR2 spatial headset data to trick it into thinking it is tracking a PSVR headset via brightness in your living room.I'm confused what you mean here; not being snarky.. just honestly confused.
Just because it tracks "differently", isn't it the same concept? The PSVR 2 will know where your hands are, will know everything PSVR1 knows and then some.
And the new controllers have all of the buttons of Move controllers, and then some...
So what exactly wouldn't be easily made backwards compatibility from a control/tracking standpoint?
The HDMI splitter and the loss of HDR in the first revision pissed me off. I would love to be able to sell my PS4 Pro and the PSVR1 kit (no desire to hook the PS5 to it).This would be awesome. There are quite a few existing PSVR games that I have either bought and not played or would like to buy and play, but simply can't be arsed setting up all my PSVR cables.
I think that it is more likely that all that positional data is figured out by the PSVR unit and sent to the software via API’s. I’d be very surprised if Sony was making each dev go down to the level of working out the position based on the lights etc. Using API’s offer an abstraction layer that is useful for things like backward compatibility as it provides a common interface for communication - even when the underlying driver is doing completely different things. So as long as PSVR2 can translate it’s positional data into PSVR format and serve it to the software via a common API it would be indistinguishable to the software.Because the games are expecting you to have a headset that is lit up and two bright balls on wands used for tracking. Literally everything about PSVR is built around those concepts, so Sony is probably going to have to translate whatever tracking there is for PSVR2 into literal brightness inputs for the PSVR software to read and input appropriately. I don't think they can just serve the PSVR game the raw motion data from the PSVR2, it needs to be translated into PSVR data, which is created using brightness being tracked by a camera. They might have to go as far as emulating the Playstation camera, and then feeding that emulated camera fake 3D lightmaps generated by translating the PSVR2 spatial headset data to trick it into thinking it is tracking a PSVR headset via brightness in your living room.
I'm no engineer but I really don't know how else they would do it - I'm sure the games eventually just get positional data, and they can skip all the steps and come up with a way to directly convert the PSVR2 data to PSVR data, but given how strictly 1:1 Sony's backwards compatibility efforts are, it would be unexpected.
I would be happy to be wrong though.
FOV? What do you mean? Isn't psvr just a pair of lcds and the software controls the FOV? This is like saying that one TV as a bigger FOV then other.completely different tracking systems, different controllers and different FOV of the headset, all of that makes this not that easy to accomplish. I wonder if the compatibility will not be 100% and some games need patches.
FOV? What do you mean? Isn't psvr just a pair of lcds and the software controls the FOV? This is like saying that one TV as a bigger FOV then other.
This are good news if true. Probably PSVR1 games will render at a better resolution which was the biggest problem with PSVR. It would be great to replay RE7 in hd.
I’m still perplexed to this day. How did Sony not talk to Sony? This should never have been allowed to happen. What’s more people had to come up with their own fix to correct this.The HDMI splitter and the loss of HDR in the first revision pissed me off. I would love to be able to sell my PS4 Pro and the PSVR1 kit (no desire to hook the PS5 to it).
There are like 600 or so. But backward compatibility is not really about the number of titles in a case like this where the system itself is already BC.It would be nice if it does. Consider the relatively small number of PSVR1 titles, it is not that hard to get them working.
So I was thinking that too, but again look at the backwards compatibility. Sony's solution is basically to replicate exactly with no enhancements because they don't seem to be using APIs like that. Whereas Microsoft for instance does, which is why they can increase frame rates, add HDR, change resolution, etc. So that is the only reason I am skeptical.I think that it is more likely that all that positional data is figured out by the PSVR unit and sent to the software via API’s. I’d be very surprised if Sony was making each dev go down to the level of working out the position based on the lights etc. Using API’s offer an abstraction layer that is useful for things like backward compatibility as it provides a common interface for communication - even when the underlying driver is doing completely different things. So as long as PSVR2 can translate it’s positional data into PSVR format and serve it to the software via a common API it would be indistinguishable to the software.
I have literally no idea if this is how PSVR works so I could well be wrong too, but I’d be surprised if it wasn’t the driver / hardware working all that stuff out and just passing it to the software.
I'm not sure that is because of API's tbh, they are just different approaches to backwards compatibility. Sony went the route of making the hardware act like a PS4 Pro and MS went down the virtual machine road, which I think they were already doing for XB1/X.So I was thinking that too, but again look at the backwards compatibility. Sony's solution is basically to replicate exactly with no enhancements because they don't seem to be using APIs like that. Whereas Microsoft for instance does, which is why they can increase frame rates, add HDR, change resolution, etc. So that is the only reason I am skeptical.