PlayStation VR Exec: Console Effectively 60% More Powerful Than A Same-spec PC
Last week at the AR/VR Vision Summit, Richard Marks, Senior Director of Software Engineering at Sony, held a presentation about PlayStation VR, previously known as Project Morpheus. The presentation from Marks disclosed some interesting details including the fact that VR on a PS4 console is effectively 60% more powerful than a same-spec PC setup.
Apparently, this has already been confirmed by a VR developer on Reddit, who explained it as follows:
PSVR is extremely close to being on par with Vive and the Rift w/ a gtx970 based on the tests I’ve done. The team from Epic (Nick & Tom) have also stated the same in at least one of their VR Twitch streams. If your app runs at 90Hz on a PC with a gtx970 then you should be very close to 60 on the ps4. And with the 120Hz reprojection applied it’s glassy smooth.
The Reddit post also revealed that the PlayStation VR only requires about 1/4th of the render target size compared to the HTC Vive thanks to the display that can run a 60Hz game at 120Hz. So comparing the PSVR at 60Hz>120Hz to the Vive at 90Hz:
Vive = 457 million pixels/sec (1512x1680x2x90)
PSVR = ~100 million (1920x1080x60 – ~20%*)
*The ~20% is accounting for some additional (classified) techniques that further reduce the render target size.
Moreover, Marks provided an overview of the breakout box and how it actually works. With Sony making reprojection an always-on feature, which was previously available via an option, Marks clarified that it has no down-sides.
The breakout box doesn’t touch the signal between the PS4 and the PSVR; the only thing it feeds to the PSVR, is the 3D audio which it *does* process. No PS4 GPU/CPU cycles spent on Audio.
Finally, it is again confirmed that the Playstation VR has an OLED panel with a resolution of 1,920 × 1,080 pixels. The panel uses three sub-pixels, and is therefore robust against the screen-door effect (black gaps between the pixels), with the field of view being 100 degrees.
In addition to that, a super low latency of less than 18ms has been achieved, which would still be pushed further downwards.