@themightyant that's the way to go. You get the best versions of certain exclusives like RE8 and GT8, and for everything else you can just go to PC. I'm just hoping someone figures out how to run Oculus games on PCs soon.
I actually see it as getting more value out of my AMD GPU that there's no such thing as a slop filter, so hopefully in the future I won't have to opt out of a FSR Hallucination Engine.
36FPS reprojected to 72, and this is with DFR enabled? That sounds rough, unless that's the standard for standalone headsets. They should've ported it to PSVR2/PS5, I'm sure that version would run great with DFR.
I don't really agree with the framing that this is a response to Helix. It makes much more sense to look at the market for how it is (where Sony PC offerings were largely ignored save for Helldivers 2, Destiny and even Marathon to an extent), and also the impact of offering less exclusive titles in the market (that effect being the loss of PlayStation's value as a platform vs other platforms like Nintendo).
With how transformative the improvement to IQ is from the older to the newer PSSR, this really renews my own excitement for the PS5 Pro. Only thing that could make this more exciting is to have some words on how this may affect VR titles as well, but unfortunately this was not the focus.
So this could easily be converted to PSVR2 so long as you remove RT features. Base PS5 would likely rely on temporal reprojection, but there's a chance Pro hits a native framerate, especially considering they can leverage eye-tracked DFR.
I don't see any need for this considering how well things look on an OLED display such as a C3, but I guess some people are really sensitive to "sample-and-hold" blurring. I can watch films and play 30, 60 or 120 FPS games on it and motion clarity is never an issue.
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Re: Steam Frame Costs More Than $1000: Price, Release Date, Reservation Queue Confirmed for US, UK and EU
@themightyant that's the way to go. You get the best versions of certain exclusives like RE8 and GT8, and for everything else you can just go to PC. I'm just hoping someone figures out how to run Oculus games on PCs soon.
Re: Will AMD Deliver Its Own Take On DLSS 5?
I actually see it as getting more value out of my AMD GPU that there's no such thing as a slop filter, so hopefully in the future I won't have to opt out of a FSR Hallucination Engine.
Re: Porting Half-Life: Alyx to Steam Frame: How Valve's Engineers Went from "There's No Way" to Shipping Standalone
36FPS reprojected to 72, and this is with DFR enabled? That sounds rough, unless that's the standard for standalone headsets. They should've ported it to PSVR2/PS5, I'm sure that version would run great with DFR.
Re: Marvel's Spider-Man 2 Update Brings Enhanced PSSR, Power-Saver Mode, Two Free New Suits
Looking forward for the actual tech analysis article and video!
Re: Should Sony Reconsider Killing Future Single-Player PlayStation Ports to PC?
I don't really agree with the framing that this is a response to Helix. It makes much more sense to look at the market for how it is (where Sony PC offerings were largely ignored save for Helldivers 2, Destiny and even Marathon to an extent), and also the impact of offering less exclusive titles in the market (that effect being the loss of PlayStation's value as a platform vs other platforms like Nintendo).
Re: Review: Indiana Jones and The Great Circle Arrives Surprisingly Intact on Switch 2
Not sure why the byline mentions a comparison to Series S when that version targets 60FPS. It's apples to oranges at this point.
Re: The Big PSSR Interview With Mark Cerny
With how transformative the improvement to IQ is from the older to the newer PSSR, this really renews my own excitement for the PS5 Pro. Only thing that could make this more exciting is to have some words on how this may affect VR titles as well, but unfortunately this was not the focus.
Re: Review: Resident Evil Requiem: Excellent On All Systems But Brilliant on PS5 Pro
So this could easily be converted to PSVR2 so long as you remove RT features. Base PS5 would likely rely on temporal reprojection, but there's a chance Pro hits a native framerate, especially considering they can leverage eye-tracked DFR.
Re: Nvidia G-Sync Pulsar is a Motion Clarity Revelation
I don't see any need for this considering how well things look on an OLED display such as a C3, but I guess some people are really sensitive to "sample-and-hold" blurring. I can watch films and play 30, 60 or 120 FPS games on it and motion clarity is never an issue.