400°

Hellblade: Senua’s Sacrifice VR Won’t Support PSVR and it has Nothing to do with Microsoft

Earlier today Ninja Theory revealed quite the interesting bit of news: Hellblade: Senua’s Sacrifice would be coming to VR devices such as Vive and Oculus Rift on July 31.

Oddly enough, PSVR support wasn’t mentioned, which immediately caused an uproar. Before you think the worst, this decision has nothing to do with Microsoft’s acquisition on the company.

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theplaystationbrahs.com
UltraNova2119d ago (Edited 2119d ago )

Ok I think I'm not alone in saying this but where is the harm(in case they are trying to conceal the truth) in admitting that now that they are owned by MS they wont develop a VR version of Hellblade for their main competitor? Its only logical and business as usual!

As for their reasoning, I mean they could drop the quality down to a level suitable to run on PSVR and no one would criticize them...

porkChop2119d ago

"I mean they could drop the quality down to a level suitable to run on PSVR"

That's if they *can* do that. It might not be possible.

The bigger problem is the 360 degree tracking. The PSVR doesn't support it because it only has 1 camera. That's a limitation that can't be worked around.

UltraNova2119d ago

Games like Farpoint prove it can be done. 360 tracking is a choice not a prerequisite.

1-pwnsause-12119d ago

I thought that’s what the lights on the PSVR are for, to compensate for that...

rainslacker2119d ago (Edited 2119d ago )

It'd require a redesign of the camera work. It's not like other games that have 360 degree motion can't manage it. I mean, Skyrim is fully playable, and it uses a traditional camera.

That being said, since there are likely no resources available to make a PSVR version, then its not going to happen. It'd be quite the job to get the visual quality to a point that is possible on the PS4, plus redesign a camera system.

I have a feeling that these VR versions were in the works before MS brought NT. MS hasn't been a big supporter of VR outside of some API work so far. Since they likely had them going before MS brought them, MS was probably OK letting them finish. I won't speculate on if they were trying to make a PSVR version, or if so, if it was scrapped. I know NT has limited resources to do this kind of stuff before MS brought them, so I'm rather surprised that they brought what is essentially a update for a niche market.

jjb19812118d ago

It detects the lights on the headset so it knows when you turn around.

porkChop2118d ago

Guys, the lights on the headset don't give you 360 degree tracking. The camera can only track what it sees. As soon as the lights or controllers are out of view or covered by your body/arms, you have no tracking. A second camera behind you would be needed.

And while NT could possibly rework the VR to use 180 degrees instead, they likely didn't have the resources to do that. So if the VR is 360 degree, which it is, then it can't work on PSVR in its current form.

2118d ago
porkChop2118d ago

"I'm not sure if you know how tracking for VR works, but it's called 6 degrees of freedom or movement, not '360 degree tracking'"

I know very well how tracking works, I have a VR headset. It's called 360 degree tracking, and is a requirement for things like room scale. I know what it is, I've set up a 3 tracker space for an Oculus Rift. PSVR does not support it.

Being able to turn around doesn't mean you have 360 degree tracking. A 360 set-up has no occlusion, and that's not possible with PSVR.

fr0sty2118d ago

The headset can be tracked in 360, the controllers can not.

rainslacker2118d ago

The headset can indeed rotate the camera 360 degrees. There are lights on the back of the headset to allow this. Gotta be careful if you rotate too much not to get tangled up in the cords themselves.

The issue comes from if you're using the motion controllers, or using the lights on the regular controller. If you are facing away from the camera, then the lights on the controller won't be registered. A second camera facing towards the system would solve this, but is pretty impractical for most people to set up such a thing in the living room.

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Team_Litt2119d ago

The thing is PSVR is not a threat to Microsoft because they aren't in the VR market.
Minecraft, a Microsoft game is still supported with updates and DLC on PS4 despite it being an Xbox competitor.

Now imagine if they did update the PS4 version of Hellblade and it was subpar. How many people would be saying that MS intentionally gimped it?

UltraNova2119d ago

Would MS care if they made extra cash on PSVR sales? I think not. In any case thats not an adequate excuse.

Team_Litt2119d ago

The fact that do support their games on rival platforms PLUS stand to make money on PSVR version sales indicates that the decision not to support it was a technical one.

combatcash2118d ago

It was probably a tech and time issue. May have taken too long to implement. Either way if the quality was going to drop significantly then it's probably for the best.

TFJWM2118d ago

@Team_Litt "The fact that do support their games on rival platforms PLUS stand to make money on PSVR version sales indicates that the decision not to support it was a technical one."

No it indicates finding a way to make it work isn't worth the return they would get from new sales. Since it is being offered as a free patch I doubt many people will buy it just cause now it has a VR mode.

Sevir2118d ago

I really doubt that this has anything to do with MS... They just updated the PS4 versions to HDR and some other bells and whistles added to it. I'm sure these new VR editions were well in the works after the XB version was complete. They are a mid their studio who was independent so working on multiple large scale projects isn't feasible, which is why the XB release came after the PC/PS4... And likely why the 2 PC VR versions are just announced.

They are staffing up for new game Development on XB and also moving into a new building. Put the time foil hats and ire down and just be Happy they are still making games

rainslacker2118d ago (Edited 2118d ago )

Threat isn't the word I'd use. But as of right now, all the VR API's from the different manufacturers use some form of OpenGL input parameters to implement a lot of their stuff. AFAIK, all of the graphics rendering pipelines for the major players is in OGL or some variant. Some stuff is customized, but a bulk of VR API's is the input commands. MS is making a VR API within DirectX which they want to get developers using. Occulus right now is happy with their closed system. Not exactly sure what HTC uses. And Sony uses their own API's. Google also has some of its own API's and probably aren't going to use DX API's for their stuff.

This leaves MS out of the development market almost completely right now, with HTC being about the only headset available that is open enough on the back end to allow for DX implementation.

That isn't a good place for MS to be, because if VR becomes more popular, it means that some devs may go for the simplicity of using both OGL for their main game because its easier to implement VR that way.

Over time this will probably change for MS, but they started late, and let others get a foothold in the market. The partnership with Occulus though may bring more DXVR stuff to their API's. I haven't heard anything about that in a while though.

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PapaBop2119d ago

Business 101, don't burn bridges. A lot of PS4 owners are also PC gamers after all.

Jinger2118d ago

Well luckily it's coming to VR on PC as well then, huh?

PapaBop2118d ago

^^ Well it's not coming to VR on smartphones is it?

Gh05t2118d ago (Edited 2118d ago )

By this logic why doesn't every game ever run at 60 FPS... I mean all they have to do is drop the quality to get it there. Who cares about quality if you get what you want right?

Maybe they didn't WANT to drop the quality. Why does a dev HAVE to drop the quality? They made a VR experience and maybe it just didn't perform to their liking on PSVR so they didn't release it on PSVR.

We are also talking about VR so what if they tested it and over and over again they couldn't get it to work without making people dizzy or sick because they just couldn't get it to perform better.

UltraNova2118d ago

All valid points but we are talking about VR not a port on a console that has to show some level off parity with the other competitor's platform. VR on PSVR is expected to be of significant lower visual fidelity vs Vive and Rift, a game on xb1 is not on the other hand.

Jinger2118d ago

Doesn't Sony require certain standards for PSVR? Maybe they couldn't hit those certain standards and have it still look at least decent.

I Love my PSVR and I'd absolutely love to play it in VR, but if Ninja Theory is recommending a 1080 for VR then the PS4 is likely just not strong enough. And just dropping it down to ugly blurry levels to get to a steady 60fps on each display just might not work

rainslacker2118d ago

The only standards they require are that it meet a certain framerate(locked 60fps, which is then reprojected to achieve 120fps....technical thing but wouldn't affect the performance side), at the native resolution of the HUD(1920x1080, with the 1920 parsed at 960 pixels per eye).

For reference sake, the resolution of HDTV is 1920x1080, so the resolution wasn't an issue.

But IIRC, the game ran with a unlocked framerate that usually achieved 30+fps on the base system, and reports varied that it was between 50-60fps on the PS4P.

Given these numbers, and the fact that the game requires what is essentially the creation of 60% more screen space to accomadate multiple frames for the 2 eyes, the image quality would have to be dropped quite a bit on the stock PS4, but the PS4P would probably be OK. There are some other tricks that can allow better frame rate without a significant cost to the system, but since this game was made in a rather traditional way, I can't see NT casually making a VR port for this game, which it would be for the PC versions of VR. It would require some work on their part, and given their limited resources for the game, I'm just respectful that they made a PC version with some of the money they made off the game.

I really don't think MS had much to do with the decision to do the PC versions, nor do I think MS had anything to do with it not getting a PSVR version.

zaherdab2118d ago

Dude .. VR cant work with less than 60 fps ... game barely runs at 30 fps on the standard ps4 for them to render for both eyes in 60 fps they would have to strip it down to nothingness .. lets be realistic

Weeblordbad2118d ago

The arm chair devs on this site are just the worst, yeah they could drop the detail levels but how far? To reach 60fps (minimum which is still crap for VR) they'd have to completely throw out a lot of lighting effects, particle effects and trxture quality to the point where it wouldn't even look recognizable as Hellblade.

I said in the last article if the Xbox had a VR headset it wouldn't work on that platform either. The PS4 and XBox One simply don't have the juice to power a game like that in VR.

Mystogan2118d ago

It would probably be irrecognizeable if they have to scale it down.

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Naposhh2119d ago (Edited 2119d ago )

I agree with Ultra on the business thing. Spoiling a vr version for the main competitor can be so unproductive for them. Can they work around it? Yes, or they can hire someone who can. Do they want/need it? Not really

Weeblordbad2118d ago (Edited 2118d ago )

The lack of proper room scale 360 tracking, the lack of a GPU that can drive it are the primary reasons. Trying to lay this at MS' feet is so absurdly stupid it's insane.

They recommend a 1080 on the PC version for VR, that alone SHOULD tell you that it's not possible. Reducing the quality of the assets diminishes the impact of what it is you're doing, to get it to run on hardware that already ran the game at 30fps? You're basically going to have to make it look like a PS3 title at that point, 60fps+ rendered twice isn't trivial work.

2118d ago
--bienio--2119d ago

Basically it’s all about htc vive etc:)

InKnight7s2119d ago

If Polictical and PR ever says the x problem isn't about y. So y the the only true issue.

Team_Litt2119d ago

So Playstation Brah is PR for Xbox now?

chris2352119d ago (Edited 2119d ago )

as a customer i don‘t care. got the vive and psvr, but prefer psvr. no purchase, then. their bad.

Gh05t2118d ago (Edited 2118d ago )

Considering if you already had purchased it for Steam this experience would be free, It sounds like it was more of a pet project for some devs than a way to make a bunch more money.

starchild2118d ago

Given that you supposedly have a PC powerful enough to run games on the Vive you would of course buy Hellblade for your PC anyway for the superior experience. So why wouldn't you enjoy the free VR that that version offers?

deadfrag2118d ago

Because he's just a big PlayStation fanboy and not a true gamer,simple.

2117d ago
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160°

Senua’s Saga: Hellblade II – Check Out the Minimum PC System Requirements

Senua’s Saga: Hellblade II, the much awaited sequel to the award-winning Hellblade: Senua’s Sacrifice, arrives on May 21st. With under three weeks left until the launch, the developers from Ninja Theory have shared the game's

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gamespace.com
PrinceOfAnger11d ago

Waiting to see what the "Recommended" spec be like!

Skuletor11d ago

Waiting to see if "Minimum" spec targets 30fps 😂

PassNextquestion11d ago

It's my understanding that the frame rate is unlocked on the pc version

Skuletor11d ago

@PassNextquestion
I've seen Ubisoft have PC specs that have targeted 30fps before.

PassNextquestion11d ago (Edited 11d ago )

Why the heck do you need Windows 11 to run the game? I remember there was a ssd feature locked to windows 11 not sure if that's still the case and if that's the reason.. direct storage I believe it is called

DivineHand12511d ago

If those are the minimum specs on PC then why can't the series x do more than 30 fps? Did they intentionally lock it to 30 fps when higher frame rates are possible?

PassNextquestion11d ago

Maybe they didn't want to compromise on the graphics

DarXyde11d ago

Very probable, but I can't really believe that when literally, the Series S ensures that they do.

I kind of think they just want to make it 30fps now to make an update later to keep people "on the hook" or give game pass subs something to look forward to with this game later on.

Personally, I think this game can push at least 45fps, but that's just my opinion. I don't really see a game this short being announced before TLOU2 launched, only to come out *now* and they haven't gotten those frames up.

RedDeadLB10d ago

Probably because they wanted better fidelity and that is probably too demanding for the XSX to push a stable 60fps on. Judging how most games are these days, the performance difference between low to high is sometimes not enough to target double the framerate. A locked, smooth 30fps i better than an unstable 60, even though it feels like picking between two turds.

70°

You can buy Hellblade for just $3 now in the new Xbox Spring Sale

Before Hellblade 2 launches on Xbox, the new Xbox Spring Sale means you can pick up the first Hellblade game for an extremely cheap price.

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theloadout.com
60°

5 Terrifying Games on Xbox Game Pass to Play This Halloween

Xbox Game Pass continues to bring quality titles for gamers no matter the genre, but this time we here at CGMagazine have compiled a list of spine-tingling titles to celebrate the spooky season with.

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cgmagonline.com
RavenWolfx201d ago

The Dead Space Remake gets added to GamePass 10/26, definitely worth playing through.