480°

PSVR 2 display has fewer subpixels per pixel than the PSVR

Is the PSVR 2's resolution leap smaller than expected? An analysis shows that the pixels offer fewer subpixels than in the predecessor.

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mixed-news.com
ApocalypseShadow447d ago (Edited 447d ago )

I've seen this make the rounds. What's the point?

Sony went with compromises to get to their price. It has higher resolution, HDR, headset haptics, eye tracking and foveated rendering, no breakout box, lighter, one thin USB C cable, better 3D sound, etc. Also comes with new haptic controllers and inside out tracking. With the setup being only $50 more than the PSVR complete setup.

Are we really nitpicking over nothing?

jonny897447d ago

I don't want all that, I want more subpixels

_SilverHawk_446d ago

This sucks so much. I'm selling my psvr2 and getting a Nintendo virtual boy

Babadook7446d ago (Edited 446d ago )

“Are we really nitpicking over nothing?“

Yup.

“I want more subpixels”

I want clarity. 4K with pentile beats the competition in that regard.

cbuc1125446d ago

Then don't buy it. Simple.

fr0sty446d ago (Edited 446d ago )

You know you've built a good headset when the review gush about how clear and colorful the image is, moreso than any other headset they've tried, and the haters have to break out the microsocopes to generate talking points.

Kerppamaister446d ago

I hear subpixels are so hot right now

fr0sty446d ago (Edited 446d ago )

People don't realize that pretty much all video they've ever seen on TV, blu-ray, youtube, etc. all follows a similar technique, but it happens in software. This is an over-simplified explanation of it (I'd have to go into a lot of detail to explain it all), but YUV compression works in much the same way... the human brain does not perceive detail in color, we see detail in black and white. So, to take advantage of this limitation, YUV compression... which all video you have ever seen shot by a camera uses unless it is true RAW (not even talking blackmagic RAW or ProRes RAW, as both use YUV compression as well). YUV compression samples some of the primary colors at lower resolution than the black and white (luminance) data. So, for instance, you might get blue at full resolution, but green might be half, and red might be quarter (commonly called 4:2:0). All "delivery" video formats (the stuff you actually watch) is 4:2:0. Pro-codecs for editing and capture sometimes use 4:2:2, and 4:4:4 is typically only used for motion graphics or green screen use, where having that extra color resolution counts when you need a clean background removal or composite.

The above ignores the translation to the YUV color space, which further compresses the video by mapping it to a color space that can be described using only X and Y coordinates, vs. separate bit data for the red, green and blue primary colors. If you'd like to learn more, look up YUV compression on youtube.

So, this is doing something very similar, but at a hardware level. One of the sub-pixels (the red, green, and blue mini-pixels that make up 1 full OLED or LCD pixel) is shared across pixels... so in effect, it's like getting 4:4:2 (when describing YUV sampling resolution, the 4 means full res, 2 means half res, and 0 means quarter resolution).

If 4:2:0 is good enough for all TV, youtube (and all other streaming services), Blu-Ray, 4K Blu-Ray, etc. and we still don't notice the difference... and 4:2:2 is good enough for professional color grading and image capture, 4:4:2 is going to be a step above even that... and again, this isn't even using the further-compressed YUV color space, it's still uncompressed RGB where each primary color gets its own 10 bits of data to describe the color it needs to be. in other words, good luck noticing it, even if you try. These folks had to break out the microscopes to do it, after all.

All a bunch of FUD over nothing.

Source: 28 years in the video production industry producing everything from SVHS tapes back in the 90s to 4K HDR today.

peppeaccardo446d ago

As an early adopter of everything VR (PSVR, PSVR2, Meta, Meta 2, Pico 4) I have to say that PSVR2 is a huge step forward in the VR gaming space. With a few but not huge drawsbacks.
Pros: Light Weight, Confortable, Excellent display colors, great controllers, haptic feedback.
Cons: Cable, small sweet focus spot (needs adjustments to get the focus right),
As for the games I only got exclusives as I can play everything else on my 4090 with pico 4 (way better and powerfull).
GT7 is nice in VR but if compared with Automobilista 2 or Assetto Corsa Competizione feels a bit behind. Lot of options but the visuals are a bit blurry
Call of the mountain is mainly a climbing simulator with a story and some fighting. Excellent showcase for the psvr 2 but FAA does some weird stuff
Village VR, excellent and so I went back to finish RE VII to start this, but first 10 minutes gave me heart attach

For the subpixel I do not see the problem, people will try to play things down on convenience.
Cheers

KillBill446d ago

When the replies start coming in with explanations on what the eye can actually see then you know people are just talking bull. lol

fr0sty445d ago

When people ignore decades of experience and scientific research in favor of their own bias, you know they are full of bull, lol. None of you even knew you were seeing a similar effect in every video you've ever watched on TV, your phone, your game consoles, or your computer... that is enough to prove the point right there.

VariantAEC444d ago

@Fr0sty
"People don't realize that pretty much all video they've ever seen on TV, blu-ray, youtube, etc. all follows a similar technique, but it happens in software."
It's true that most people don't understand color models. I'll say I'm no expert myself.

"All "delivery" video formats (the stuff you actually watch) is 4:2:0. Pro-codecs for editing and capture sometimes use 4:2:2, and 4:4:4 is typically only used for motion graphics or green screen use, where having that extra color resolution counts when you need a clean background removal or composite."
Also mostly true.

"So, this [PSVR2] is doing something very similar, but at a hardware level."
No. If you look at the sub-pixel structure of an imaging device like your camera's CMOS image sensor you will see a similar arrangement of subpixels, it's called a Bayer Array and like the Pentile Array used to make up the PSVR2's displays the number of subpixels is actually HIGHER than in typical linear RGB pixel structures. I don't think anyone would say that Samsung Galaxy phone screens are blurry, but guess what? Nearly every SuperAMOLED panel from Samsung uses this pixel array format. Yeah your phone screen if it's provided by Samsung (the screen not the phone) will have this Diamond Pentile Pixel Array.

Now I know Bayer and Pentile arrays are considered unrelated due to their application, but if we ignore perception and look at the arrays similarities we see the same pixel structure! You can see a typical Bayer filter for an inage sensor allows for each pixel to have one red, one blue and two green sub pixels. If we look at the common modern SuperAMOLED mobile displays used by Samsung phones and indeed in the PSVR2 you see the same thing. A square pixel with a single red, a single blue and two green subpixels. The only difference is that the Diamond Pentile Pixel Array is rotated 45 degrees.
Compared to a conventional LCD sqare pixel which typical arranges three rectangular subpixels from left to right with one red, one green and one blue subpixel in each pixel.

And what's the difference between a square and a diamond? It's rotation.
Seriously these are still square pixels still capable of providing the same colors but the subpixel array is rotated a bit. Now obviously the complexity of the display controller and wiring is different due to the orientation of the pixels and I assume that there is a power savings from the Dimond Pixel Pentile Array structure, but ultimately having less obviously square pixels will allow for more organic looking images with even less risk of running into the screendoor effect (which was also considered low on the PSVR 1 though it was still noticeable).

In the end Dimond Pixel Pentile Array screens have a definitive resolution and are still clearly capable of producing extremely sharp images, the article is still trash.

But I replied because ultimately you're also mostly wrong. There's no HW "4:4:2" color model magic happening here not even in a sort-of-kind-of conceptual sense. These are standard pixels with a "strange" subpixel layout that most people are ridiculously familiar with already without even realizing it.

+ Show (9) more repliesLast reply 444d ago
crazyCoconuts446d ago

It's just data, would you rather not know it?

Bathyj446d ago

Yep.
I don't know what sub pixels are and I don't care.

Just like I never knew what Mura was a month ago and now I'm apparently supposed to be upset by it.

crazyCoconuts446d ago

Pretty sure no one asked you to get upset over it.

VenomUK446d ago

I don't know how to count whether it has less subpixels than the original, but what I can say is the visuals of PS VR2 are better.

jznrpg446d ago (Edited 446d ago )

It’s better in every way than the first . Of course they could have made it even better than it is but it would have to be at a higher price. Not enough console players want to pay 600/700/800$ like some of those PC headsets that aren’t even as good as PSVR2 in most ways They did a great job making it the price it is with 2 awesome controllers .

Evan_Beezy446d ago (Edited 446d ago )

Believe it or not displays in VR are pretty important. Perceived resolution of pentile is objectively worse than standard RGB, it’s done for increase of OLED panel life. …News that’s unfortunate, but oh well …

VariantAEC444d ago

But you don't notice when your phone or OLED PC monitor uses the exact same pixel array configuration...
Weird.

Evan_Beezy441d ago

I can’t respond to the guy below me so I’ll do it here I definitely can notice it’s just less so because phone resolution is so high these days but it’s probably more pronounced in VR

porkChop446d ago (Edited 446d ago )

It's not exactly "nothing". Switching to PenTile brings advantages and disadvantages. The article is just explaining that in comparison to RGB stripe. They aren't necessarily saying Sony made the wrong decision, they're just informing people of the pros and cons and why the change would have been made.

ApocalypseShadow446d ago

How many of the over 100 million Switch owners cared about the pixels? As someone said above, if you have to pull out a microscope, that's nitpicking. Most gamers don't care about being informed. The information is being used to bring the headset down a peg.

It's a compromise Sony made. Nothing more when the overall quality is higher across the board. Should we also care about the forehead foam and the amount used in comparison to the first?

porkChop446d ago

It doesn't bring the headset down a peg. It's not that serious, man. A journalist's job is to report news and state the facts/truth. You're acting like they've just talked a bunch of shit about the PSVR2, which they haven't.

Is the subpixel density lower? Yes. Is that technically bad? At a *lower* resolution it could be due to screen door effect. Is it a big deal for PSVR2? No, because the change to a PenTile matrix has clear advantages like for example improved contrast which is definitely a big benefit for gaming.

VariantAEC444d ago

Color depth, contrast and total brightness all improved on PSVR2.
So this journalist is still wrong.

porkChop444d ago

@Variant
Dude. Read the article ffs. You guys are all commenting so negatively saying the author is wrong but you haven't even read what they actually said.

"The OLED display of the Playstation VR 2 still has advantages. It is far ahead in terms of black value, vivid colors, and HDR effect. In Gran Turismo 7, for example, I intuitively have to squint when the reflection of the low sun blinds me."

VariantAEC442d ago

@porkChop
The isssue isn't about the other things it's a out the primary lie that PenTile displays use less subpixels.
Samsung invented the PenTile pixel array and the modern Diamond Pixel and subpixel configuration. If you look at most modern OLED phone screens like basically any Samsung phone made since 2015 and Apple phones they all use this configuration and each pixel has four subpixels not two not the conventional three four. One red, one blue and two green subpixels.

Imagine a normal pixel with one red green and blue subpixel element each, break that green subpixel up into two pieces, resize all the subpixels into equal sized squares with the following arrangement from left to right top to bottom, red, green, green, blue.

Now that you have a square with four subpixels you will rotate that square pixel clockwise 45 degrees so now the red square is at the top and the blue square is at the bottom with the two green squares between.
Now will will resize all the subpixel elements. The blue subpixel will remain very large the red subpixel will shrink 50% and the green subpixels will shrink by nearly 70% each being transformed into tiny rectangles.
For the most modern SuperAMOLED displays keep the same surface area for the subpixels, but change the subpixel shapes from squares and rectangles into circles.
What you're seeing in PSVR2 is likely using Samsung's latest display technology and it produces the sharpest images.

That's what I mean by the article being trash.

+ Show (2) more repliesLast reply 442d ago
Einhander1971445d ago

As usual nitpicking in the games industry is a given. Like you said the specs are amazing. Some are never happy no matter what. I think a lot need to get a new hobby. Just enjoy gaming and stop the bloody criticism.

VariantAEC442d ago

No compromise on pixel configuration, Germans apparently forgot how to count and these days cannot see either.
The Diamond Pixel array is every bit as sharp as standard pixels.

Most displays we use today are using this configuration and standard CRTs which many are now using to reduce resolution without seeing significant drops in image quality are comprised of much larger square pixels staggered like brick wall turned 90°. It's ridiculous that people are talking about reductions in sharpness and what have you when the same people are switching to worse flatscreen tech.

The whole thing that some might bring up about how VR uses optics to zoom in on the screen are also not really right either. If that was the case you would see the displays subpixels. The reality is the optics make the screen look far away so much so that if you wear corrective lenses you need to keep wearing them in VR (unless the focus can be adjusted and PSVR/2 don't allow for that).

Evan_Beezy441d ago

How can it be nothing when you’re saying that you can see screen door effect you’re basically saying you can see the pixels

+ Show (5) more repliesLast reply 441d ago
Anunnaki446d ago

As they point out in the article using rgb stripe leads to a more pronounced screen door effect which is probably why they moved away from it.

Evan_Beezy446d ago

Naw traditional RGB is better

Evan_Beezy441d ago

Lots of disagrees SMH what’s the point of being a nerd if you’re going to be stupid

VariantAEC444d ago

PSVR didn't suffer from the screen door effect in the same way other VR headsets were said to (though I can't compare them because I only ever used the original PSVR). I noticed it in some cases playing AC7 on PS4, but ironically it was more noticeable in darker scenes.

So having the standard sqare wasn't an issue and rotating that sqare 45 degrees won't make a massive difference, but increasing the resolution will and that did happen. Samsung supposedly made the Pentile Array and due to people feeling pentile subpixel structure misrepresents the actual resolution of the display. So Samsung rearranged the subpixels now each pixel is still square as I mentioned but they're rotated 45 degrees with two green subpixels per pixel.

Each pixel contains one red, one blue and green subpixels and as we all learned in Germany primary schools, 4 is a much smaller number than 3!

Deathdeliverer446d ago

Don’t know about all this. What I do know as an owner of both, in USE the PSVR2 is head, shoulders, knees, & toes better in every way including image quality. The closest you get to “screen door” is GT7. Everything else I’ve played has been crisp as crystal clear. The ONLY thing I wish is that the screen had a wider margin for it to stay a pristine image. Some games seem more forgiving than others, but luckily that headband works so well. Get it where it needs to be and lock in. Tight. Which is still comfortable so there’s that.

Knushwood Butt446d ago

What is screen door? I play a lot of GT7 in VR. To me, the only drawback is that I have to move my head everywhere to get a clear look at things. If I just move my eyes, it misses the focal sweet spot and I get a blurred image. If I want to look in the rear view mirror, I need to move my head to do so.

abstractel446d ago

That's not how foveated rendering works. It tracks your pupils in real-time and renders the game at the highest resolution where you are looking, not where your head is turned. I think the in-game resolution of the rearview mirror is just a bit lower to keep up performance.

Knushwood Butt446d ago

^

Sure, but I don't think foveated rendering is enabled in GT7. Has this been confirmed? Basically, if I move my eyes anywhere that isn't looking directly forward through the 'sweet spot', then I get a blurred image.

Deathdeliverer446d ago

It is in GT7. Go and readjust your settings for the VR. Go to each category but especially the ones for the eye tracking and that shows how the mask is on your face.

Knushwood Butt446d ago

^

I will, but I think that contradicts the whole necessity of having to get a clear view of text when first putting the headset on. If foveated rendering just means you get a clear and crisp image wherever your eyes are looking, then in theory I should never see a blurred image, yet I do.

Deathdeliverer446d ago

Well what I’m seeing is if it’s losing tracking of one of your eyes. When you go to the setting that shows your eyes in the eye tracking setup it shows how much of your eyes the camera can see. My wife needs the eye width setting a lot closer than I do. When looking at that screen you can actually see it “losing your eyes” because it’s not straight or your full eye isn’t visible. I’ve never had the Fov rendering not work for me. I’ve never seen anything blurry like it couldn’t keep up with my eyes. Anyway, try that and once you’ve fixed it you should never have that issue again. It can’t work if your eyes aren’t properly set though.

Knushwood Butt446d ago

The lens separation setting. Sure, I'll re-calibrate that. Thanks.

Knushwood Butt446d ago

@ Deathdeliverer

I adjusted the distance between the lenses and as you say, the original setting was too close and the headset wasn't seeing one of my eyes properly. I increased the spacing and completed the calibration. I do remember making an on the fly adjustment a few days ago which must have messed up the spacing.

I re-did eye tracking while I was at it.

Anyway, GT7 was a lot better but I still think eye tracking and foveated rendering are two different things.

boing1445d ago (Edited 445d ago )

@Knushwood Butt

Yes, eye tracking and foveated rendering are two seperate things but there would be no foveated rendering without eye tracking. Yes, GT7 uses foveated rendering, and quite aggressivly I must say. It should not be visible in the headset, though. When you're doing the eye tracking calibration, is everything working correctly? Is it following your eyes? I have a bit of lazy eyelid on my right eye so I have to be pretty concious about keeping it fully open when I'm playing on mine.

Deathdeliverer445d ago

@Boing

Thanks for saving me the time, can’t have foveated rendering without Eye tracking. That’s why people with one eye cannot use it. A lazy eye, as you’ve pointed out, could cause issues.

@Knush

Glad it worked out.

Knushwood Butt445d ago

Thanks. The eye tracking test worked fine last time I tried it.

Next time I'll spend some time just sat in the car to see what I get when only moving my eyes.

+ Show (7) more repliesLast reply 445d ago
darkrider446d ago

Omg. The subpixels!!! What about the sub sub pixels.... Sony bring the ultra giga pixels now. Must have ultra instinct pixels

jznrpg446d ago

It’s night and day better than PSVR1

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80°

Skydance’s Behemoth gameplay revealed, launches on PS VR2 Fall 2024

New details on dark fantasy adventure’s mountainous monsters, gritty combat and more.

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blog.playstation.com
darthv721d 13h ago

That arm grapple reminded me of Halo infinite: Skyrim edition.

100°

PS5 Users Can Save Big On PSVR 2 During PlayStation's Days Of Play Sale

The PlayStation VR 2 deal is one of many great PlayStation discounts available until June 12. That said, if you're interested in PSVR 2 but still need to upgrade your console, the are also deals on the PS5 Slim and PS5 Slim digital edition during the PlayStation Days of Play sale.

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gamespot.com
Jingsing1d ago

Sorry but PSVR2 is dead and double dead at any sale price. It was dead before it launched as the "premium" VR scene lost all the AAA developers and now it is all indie mobile phone crap quality software.

470°

State of Play | May 30, 2024

State of Play is back! Tune in live for updates on PS5 and PS VR2 titles, plus a look at PlayStation Studios games arriving later this year.

darthv721d 14h ago (Edited 1d 13h ago )

Im getting a bit of GotG vibes from Concord.

Ragnarok coming September 2024... that's just shy of 2 years since the PS5 release in November 2022.

-Foxtrot1d 13h ago (Edited 1d 13h ago )

I thought exactly the same. If they made it more like the GotG game and it wasn't online focused I'd have been sold instantly.

BISHOP-BRASIL1d 10h ago (Edited 1d 10h ago )

Yup, I was hyped up by the cinematic trailer and immediately put off the moment the gameplay trailer started, that was very high quality and great concept cinematic just for another Overwatch wannabe... Here's hoping they succeed so eventually someday they make an actual campaign focused entry for the franchise, but I'm not holding my breath and I'm definitely not falling for always online crap and FOMO just to follow drip fed cinematic "content".

EDIT: I'm still watching it as I comment... OMG they have another hero shooter, Marvel Rivals, seriously, they missed 2020 or something? For those not into online only and VR games, gotta say, poor show so far...

Profchaos1d 13h ago

Gotg would of been a hit if it released before Avengers was my goty a few years back so I'm intrigued here

RaidenBlack1d 13h ago (Edited 1d 13h ago )

GotG is very underrated and had the unfortunate luck of releasing just after Avengers.
Its really good and more people should play it.

Lightning771d 10h ago

Concord didn't do anything for me personally just another Overwatch mash up with other fps stuff. I mostly popped for Dynasty Warriors for next year. That was my biggest reveal I was genuinely excited for.

No Ghost 2. It's very clear Sony will wait later to Announce the Big Aaa's they don't wanna announce stuff too early and rather announce it closer to release.

darthv721d 13h ago

Maybe its just me but Astrobot looked more R&C inspired than ever.

P_Bomb1d 13h ago

Astro won the show. Looks epic! Huge bosses too like from the PSVR game.

shinoff21831d 13h ago

Astro bot and silent hill 2 remake are what I'm liking out of this.

RaidenBlack1d 13h ago (Edited 1d 13h ago )

Most games appeared good.
Where Winds Meet and Monster Hunter seemed like those needed a bit more polish but that's ok as those aren't releasing anytime soon but I am still kinda worried regarding SH2Remake. Still looks rough and from rear view, James Sunderland looks nearly identical to Leon Kennedy's model from RE4Remake. Hope I am wrong though.
Other games were decent. Even Marvel Rivals.
Ballad of Antara was the highlight for me, followed by Infinity Nikki(purely on the art style alone).
And glad that, Path of Exile 2 is coming to PS5 and Ragnarok is coming to PC!
Behemoth for VR2 also looked really interesting.

PapaBop1d 13h ago

You actually liked Infinity Nikki art style?

PSPSA1d 4h ago

Was my favorite looking game of the show, art style looks amazing

RaidenBlack1d 2h ago

Its not my type of game ...but the design and art style is really well thought out

Lightning771d 10h ago (Edited 1d 9h ago )

Marvel Rivals had a PC invite alpha test a few weeks back and they love the hell out it saying it's an Overwatch killer. I'm definitely down to play and play as my favorite.

STORM. ❄️💨🌊⚡

There's a closed beta in July on consoles but I doubt I'll be able to get in.

InUrFoxHole1d 6h ago

In overwatch 's defense didn't it kill itself?

Michiel19891d 2h ago

they also gave out beta keys where you had to sign an nda not to say anything negative about the game, otherwise you could not play. Don't support stuff like that :) surprised they even showed it here cause it looks terrible and it will fail faster than Artifact

1d 13h ago Replies(3)
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