PsVR development

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This topic contains 1 reply, has 1 voice, and was last updated by  Josua 10 months ago.

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    Hi Trinus people, users, and everyone reading !

    I did some extensive tests with the PSVR and Trinus PSVR software. It works, I can’t say it doesn’t, but I think there is some work to do to have a better product. Here are my thoughts and if a Trinus representative could tell me if there is some of these things in the development process, it would be great. Honestly, the PSVR is a great product (the screen door effect is very low, the refresh rate high) and could be a VR killer for PC “in cockpit” games (race, flight sim, etc) because it does not requires VR controllers.

    I think that if you resolve these, the Trinus PSVR would turn the PSVR in a plug and play PC helmet, with high quality overall.

    So here we are :

    – 120 hz., the big one. I know, you can have it if you primary screen is in 120hz. But most people have 60hz monitors. And 60hz for VR is too low. You have from my perspective, two ways to address this :

    o Enable Direct mode. I don’t own a Rift, neither a Vive, but from what I understand, direct mode allows to bypass the windows unified refresh rate. Also it might help in performance.

    o Use the TV output of the PSVR splitter. When you are playing on the PS4, the VR helmet and the TV are not showing the same thing. So it should be possible to force windows to see 2 screens in the PSVR splitter, both @ 120hz, and use the TV output as the desktop monitor. The PSVR splitter seems to downscale the refresh rate automatically, since I’m currently seeing on the monitor plugged on the TV output the right lens of the VR helmet (corrected to be straight, btw). But you lose the performance gained in direct mode.

    o Being there, you might want to enable a 90hz mode. Because the performance of the computer needed for 120hz is really high, it could be interesting to have a 90hz solution, which matches other VR helmets.

    o At this moment, I’m buying a headless adapter to resolve these regards. But this solution have flaws :

    § It’s costly (the adapter is 35 €, then I will need Virtual desktop after that and that’s another cost).

    § It’s not plug and play at all

    § It forces to use desktop in virtual desktop

    § It might stop some buyers.

    – Level calibration. I lose frequently the level calibration (horizon line is not horizontal), maybe because I’m putting my helmet on the floor when I’m not using it. Sadly to reset it I have only one option : stop and restart everything since the reset button of the interface only reset orientation. In virtual desktop, without a real monitor attached, it will be complicated. A simple button on the interface to reset the level calibration would be great.

    – Drifting : I experiment left drifting. It not always happening, and might be when cpu load is critical. When I have it, I have to reset every minute or so. I don’t know how others VR helmets are going on this matter. I suppose positional tracking can resolve this issue since it gives you a zero in space, each time you see the exact position of the PSVR, you can reset orientation.

    – Positional tracking. Nobody wants to add lights or other things on the PSVR. It has to be perfect if you want to resale it. So for this matter, the best solution is to use the pseye camera and the included lights, like Sony does. It sure is possible. Honestly it’s not a big issue to me but it is for majority of users. And it could resolve drifting issues.

    Sorry about the English level : not my mother tongue. Feel free to ask precision if something is not clear.



    Hi again, i almost forgot PS4 camera has not a USB plug. But it seems possible for a very low cost.

    Homemade PS4AUX to USB3 :

    Layout : 5$

    PS4Aux connector : 5$

    USB3 Connector : 3$

    Software project might need your help :

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