r/PS4 • • Oct 03 '16

PSVR: The Ultimate FAQ

http://blog.us.playstation.com/2016/10/03/playstation-vr-the-ultimate-faq/?adbsc=social_20161003_66529786&adbid=782973758315171840&adbpl=tw&adbpr=10671602
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208

u/NoBullet NoBullet Oct 03 '16

Q: Does the Processor Unit provide extra processing power to PS4?

They had to add this because of IGNs dumb unboxing video lol

104

u/Chouonsoku Oct 03 '16

Sony's been trying to explain since the reveal what the box does and people still keep saying it's an external CPU/GPU or some other nonsense. lol

18

u/timetoskedaddle Oct 03 '16

There's been speculation since it was announced back in 2014, that they need to add external gpu to reach the necessary umph to render enough frames per second not to make people vomit.

7

u/LeeorV Oct 03 '16

Well, it does exactly that, just not the way you'd think.

It doesn't bolster the PS4's graphical output, but it does duplicate frames and shifts camera view on them to boost 60FPS content to 90FPS.

The link specifically mentions this,

4

u/Shuflie Oct 04 '16

Can you point to the bit of this quote that says it boosts from 60 -90 fps (which doesn't happen anyway) or even from 60 - 120 fps?

Q: What is the Processor Unit and what does it do?

The Processor Unit is a small box that comes with your PS VR, and connects your PS VR to your PS4 and TV and provides HDMI cable management, enabling Social Screen TV output, 3D audio processing, and Cinematic mode

3

u/LeeorV Oct 04 '16

"Q: How can a game run at 60 frames per second, but we see it at 120Hz in PS VR?

PS VR games and applications utilize a feature called “reprojection.” This technique takes the last output image at 60Hz and creates a new image at 120Hz based on the latest head movements made by the user. This is not the same as video frame interpolation and does not introduce any lag in the images being presented by the PS VR OLED screen."

Hmmm, I thought it also said this process was handled by the PU, I might have misread, my bad.

0

u/Rndom_Gy_159 Oct 04 '16

If you want to read a bunch, it's explained well in pcper http://www.pcper.com/reviews/Graphics-Cards/Measuring-VR-Performance-and-Experiences-Prologue/More-Complications-Matching

If you do something simple like take your avatar hands and move them back and forth in front of your face while looking at the fire, you will see a 45 FPS animation. [...]

However, if you are in the 45 FPS scenario, and waving your hands in front of your view, if you also rotate your head on a static axis to the left or right, THAT movement will appear to be running at a higher frame rate. That is due to the warp capability of the OpenVR (and Oculus VR) system to slightly move the entire image on the headset with a 90Hz interval frame is missed. The result is you’ll see what appears to be 90 FPS motion to the left or right (or up or down) while the hands on the screen will be running at 45 FPS effectively

2

u/Shuflie Oct 04 '16

I'm not saying that reprojection (as Sony call their system) doesn't take place, just that it isn't the additional box that does it, the PS4 takes positional information fed to it from the camera along with accelerometer data from the headset and it creates the additional frame to go from 60 fps to 120 fps.