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Visto che sarà disponibile per la prova alla GDC, mi stupirei che non uscisse qualcosa. VedremoInteressanteChissà che non escano delle preview superesclusive per sta cosa.
Madonna quanta curiosità di provarloI can’t say anything specific. But I will say this:
Sony has been extremely deliberate with a lot of their choices about this thing. Performance and immersion goes beyond resolution. The numbers certainly matter, but the whole is definitely greater than the sum.
Stop sweating about the wire. It’ll disappear once you start playing. Unless you’re spinning in circles or something.
Haptics make a bigger impact than you realize. Think about the first time you experienced dualsense, now consider it in the context of VR.
People asking for videos, etc - it should be clear by now that that is never representative of the experience for VR, which often is unfairly scrutinized by gamers who are already very skeptical and jaded. I say this from experience.![]()
Sony already announced the PS VR2 would use eye tracking to support foveated rendering, consolidating the highest graphics in your line of sight. But Unity provided the first hard statistics of how much this improves performance: GPU frame time improvements are up to 2.5x faster with foveated rendering and up to 3.6X faster with both rendering and eye tracking.
Running the popular VR Alchemy Lab demo with demanding graphics like dynamic lighting and shadows, rendering and tracking dropped frame time from 33.2ms to 14.3ms, a 2.3X improvement. And running a 4K spaceship demo, CPU thread performance and GPU frame time were 32% and 14% faster, respectively.
According to the Unity devs, eye tracking can also provide UI benefits beyond graphical enhancements. You can magnify whatever a player is looking at, both visually and auditorily. Or players can look at a specific object and squeeze the trigger to interact with it, ensuring players don't grab the wrong thing and get frustrated.
The PS VR2 tracks "gaze position and rotation, pupil diameter, and blink states." That means that a PS VR2 could know if you wink or stare at an NPC, triggering some kind of personalized reaction if the devs program it. Or eye tracking can offer actual aim assist, so a poorly aimed throw course corrects closer to where you were looking.