200°

Check out VR Running on the PlayStation 3

Think the PlayStation 4 was the first console capable of running VR? Think again.

joeorc2808d ago

Good show, but I must simply point out...this:

How do you think that all came about?
How about The Testing over @ the Magic lab!, for instance Why do you think DR. marks & his team designed the PlayStation Moves controller's that way?

Here is a hint, in 2001 Graphics convention SIGGRAPH, Dr. Marks & Magic Lab showed off the AR motion control gaming demo using the proof of concept displayed user demo with than the PlayStation two..getting the than development for the new PlayStation 3!

Dr.Richard Marks presents @ 2000 SIGGRAPH

Medieval Chamber
In the Medieval Chamber, real-time video processing tracks multiple stick-like objects held by viewers. As they move these objects, viewers move objects in the virtual world (a sword, a ball-and-chain, and torch) that are rendered in real time in a medieval chamber with shadows, reflections, transparency, and point lighting.

Richard Marks
Sony Computer Entertainment
919 East Hillsdale Boulevard, 2nd Floor
Foster City, California 94404-2175 USA
[email protected] y.com

http://www.siggraph.org/s20...

Why do you think the PlayStation Move works with PSVR the way it does?
You needed a control mechanisms to be able to have direct clear near to no impedance in operation between the user & the VR environment! PlayStation Move is 1:1

Way back even before 2010, See for yourself

http://www.polygon.com/2016...

joeorc2808d ago

[Conceptually, it wasn’t a new idea. In 2006, Nintendo had released its Wii Remote, which quickly became a cultural phenomenon as a motion controller that appealed to an audience that didn’t normally play video games. And while Move marked a technological step forward, allowing for more precise 3D control, many saw it as a copycat version of Nintendo’s remote.]

And polygon was correct , it was not a new concept, how do you think Nintendo got to the point of the Wiimote?

It was pitched to them in 2001!

Microsoft and Sony both rejected Wii tech patent in 2001
How Nintendo's motion control came to be

[Quinn was an inventor who had designed the gyoscopic moton control that would later be used in Nintendo's incredibly successful Wii console. He tells CVG that in 2001 he attended meetings with Microsoft and Sony, both of which "went terribly."]

"The attitude I got from them was that if they wanted to do motion control, they would do it themselves and make a better job of it. I mean, they were just rude," Quinn said of his pitch to Microsoft.

"In fact, the meeting went so terribly that one of the executives came over to me afterwards and apologized on behalf of others. I remember him saying how this was not how Microsoft should be engaging with potential partners."

[His pitch to Sony was no better, with Quinn saying that Sony's Ken Kutaragi reportedly kept his eyes closed during the entire presentation.

As both companies scoffed at Quinn's motion control tech, Nintendo – fresh off the back of the Game Cube's financial failure – was willing to listen. And the rest, as they say, is history.]

http://www.polygon.com/2012...

So again even Polygon decided to ignore the Elephant in the room...

Again: as I pointed out , unless Nintendo had some fantastically Awesome Time machine:
Nintendo gets the Pitch: IE a pitch that both Microsoft & Sony Turned Down..Sony turned it down for good reason!
Because ..hello they already were working on such a proof of concept since 2000 for the PlayStation 2 to than for the PS3 when after testing Dr.Marks found the PS2 was not able to handle the inputs needed for AR enough for Motion control setup for 1:1 needed for something like PlayStation Move

Dr.Richard Marks presents @ 2000 SIGGRAPH

Medieval Chamber
In the Medieval Chamber, real-time video processing tracks multiple stick-like objects held by viewers. As they move these objects, viewers move objects in the virtual world (a sword, a ball-and-chain, and torch) that are rendered in real time in a medieval chamber with shadows, reflections, transparency, and point lighting.

Richard Marks
Sony Computer Entertainment
919 East Hillsdale Boulevard, 2nd Floor
Foster City, California 94404-2175 USA
[email protected] y.com

http://www.siggraph.org/s20...

joeorc2808d ago

go ahead and give me disagreements, but what cannot be denied, than many seen back than how effective, wireless motion control wands would be effective in VR & AR due to the ability to be able to interact within such an environment such as one you would have in VR & AR.

Sony back in 2000
Nintendo back in 2001
Microsoft back in 2004 with Kinect
valve & HTC with VIVE
Facebook With OculusRift

motion control systems were not just for motion control only they were just one part to be included to create a further expansion for effective way of enteractive gaming control not just for other types of gaming experiences that may work better than just a standard control game pad..but also inside a VR & AR world.

which is why all the new higher end non mobile VR headsets use them!
even mobile VR could also indeed benefit from wireless motion control setup like the playstation Move, the Oculustouch controller..etc

joeorc2806d ago

@stalepie4h ago
["first console"?! puh-leeeze!]

And just because you want to call a virtual world "VR" does not mean all Virtual worlds are going to be the same thing. Especially VR of now VS's back than.

1st of all that was discontinued prior to release, and 2nd there is a far cry between VR today and back in the late 80's and early 90's..your not even close.

NextGenCeo2806d ago

I don't know much but i know one thing for sure.
When Xbox 360 and PS3 came to next generation console market, they was the real deal. Both console was the powerfull chips in it. Like PS3 Cell CPU was way ahead of PC CPU's and market back at the 2006-2007.

Same thing Xbox 360 GPU with Edram tech was powerfull like was big steps for consoles.
But today PS4 and Xbox One release 3 years ago and both system already PC chips and already behind the generation. I'm not talking about performance I'm talking about capabilities for hardwares.

PS3 Cell CPU was multicore and every single SPE was working with their own L1 caches. Every SPE can be use CPU task or GPU task or anything else.
Xbox 360 GPU was incredible bandwith with Edram and GDDR memory and it was giving more stable fps and more realistic effects for games.

Like PS3 and Xbox 360 era both console was powerfull and unique future they had. But PS4 and Xbox One just like a PC nothing unique or nothing special.
Console gamer always pay game consoles because game consoles was had their special hardware and unique futures. But today PS4 and Xbox One they doesn't have any.

This is really feels different.

(ESL guy here and so sorry for English)

stalepie2806d ago (Edited 2806d ago )

We're supposed to be up against the limits of silicon (how fast, small and cool we can make traditional computers). Advancement has been slowing as we approach the atomic limit (~5nm), going from ~90nm (360/PS3) to 32nm.

https://en.wikipedia.org/wi...

http://spectrum.ieee.org/se...
http://spectrum.ieee.org/se...
http://spectrum.ieee.org/na...

http://n4g.com/news/1954805...

amiga-man2806d ago

luckily Graphene has real potential to kick start things.

Qrphe2806d ago (Edited 2806d ago )

That's how it was hyped before release but it turned out way different after release. Games struggled to keep co sister 30fps and most were sub HD. As a matter of fact, before PS3 release, somer would call the 360 the Xbox 1.5 because it's ports looked barely better than the OG Xbox. Oh boy was it disappointing to find out the PS3 couldn't keep up early on. Look up comparisons of early gen games like Oblivion to see how behind consoles have been (since the 4th gen imo).

joeorc2806d ago (Edited 2806d ago )

@Qrphe

[As a matter of fact, before PS3 release, somer would call the 360 the Xbox 1.5 because it's ports looked barely better than the OG Xbox. Oh boy was it disappointing to find out the PS3 couldn't keep up early on. Look up comparisons of early gen games like Oblivion]

You have to remember two very big caveats than , one many developers at the time never worked on the system like the CellBE, and the very big part of the problem is no other game engines outside of Sony 1st party was geared towards taking advantage of the CellBE processing design.

Your performance was always going to take a hit , So unless your game engine was designed for the CellBE , you would never be able to have a game engine designed to take advantage of the unique properties at the Time of the CellBE, that was just a fact. And with many developers never had much experience with the process of building a game for The CellBE , that was just compounding the issue.

Show all comments (14)
70°

Pistol Whip is Alive and Well With VOIDSLAYER Scenes

Cloudhead Games has announced the VOIDSLAYER update for Pistol Whip, adding three new scenes in June for all supported platforms.

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80°

PSVR2 Firmware Update Shows Early Signs of PC Support via Cable Connection

Recent findings in the latest PSVR2 software update, indicates that PlayStation is already starting to implement support for PC.

Garethvk52d ago

I can finally play Half Life Alyx.

mariopasta52d ago

I can finally watch pron, I mean watch pronouns be pronounced in PC VR games that were previously not available on Playstation.

crazyCoconuts52d ago

be careful not to sprain your... tongue pronouncing those pronouns

Profchaos52d ago

I'm excited for that to plus I can try fallout 4 VR always wanted to play that

crazyCoconuts52d ago

I was lucky and held off on 4 until I played it in VR. It really is pretty awesome - you'll love it.

DaReapa52d ago

The icing on the cake would be if Sony / Valve allow for a Steam Link app much like it is for the Quest 3. Likely wishful thinking, though.

80°

The VR Escapades of Rick and Morty Could be at an end

Warner Bros. Discovery is closing down Adult Swim Games, delisting its published games. Thus putting Rick and Morty VR in jeopardy.

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Knightofelemia61d ago

Hence why physical will always be better then digital.