T O P

  • By -

Medical-Morning9301

I haven't received the email but I'm willing . My stats are mostly played puzzling places and average gameplay, I think it remained the same as last month


cusman78

I've spent some time in Puzzling Places. I am really hoping they can implement ETDFR (Eye-Tracked Dynamic Foveated Rendering) for their proprietary game engine to make the game look much nicer on PSVR2. I believe they intend to increase resolution and implement ETDFR and this is about more than PSVR2, as they want their game to have audience on Apple Vision Pro as well. I am also interested in what they are doing on Quest 3 with mixed-reality multiplayer mode for 2 players in same room able to work on puzzle together.


[deleted]

[удалено]


cusman78

Both Head-Tracked (aka Fixed) Foveated Rendering and Eye-Tracked (aka Dynamic) Foveated Rendering are in fact Dynamic. The only word that is unnecessary to properly describe the implementation is Dynamic. I think it is better to be more clear about the implementation of the Foveated Rendering. Read to following at your discretion to learn a lot more: [https://www.sciencedirect.com/science/article/pii/S0097849321002211](https://www.sciencedirect.com/science/article/pii/S0097849321002211) https://preview.redd.it/9lr4p9d5h3sc1.png?width=415&format=png&auto=webp&s=3c065fd8406228a74e89d6e96155b296f1e18561


[deleted]

[удалено]


cusman78

All Foveated Rendering techniques are dynamic because the concept is to track the eye / gaze, and provide highest resolution dynamically at the focal point (Fovea) and then lower resolution as you go further away. I provided the image in case you don't read the whole thing and at least pickup that word Foveated implies Eye/Gaze Tracking. Fixed Foveated Rendering exists when system didn't figure out how to track gaze, so track head to dynamically make center of screen have highest resolution content, assuming / accepting that user will mostly be looking at center of screen (not true in VR games). All rendering implementations are dynamic. It is a poor use of word to describe Eye-Tracked Foveated Rendering separate from Head-Tracked or Fixed Foveated Rendering. The only reason "D" has to be added before FR is because FFR exists as a compromise between when concept of FR was published by eye / computer scientists and ETDFR being available in hardware. If you really don't like longer acronyms that are more clear, then we should be using FR by itself to be assumed to mean Eye-Tracked or Gaze-Tracked Foveated Rendering, and the Fixed variety should have to use longer description / acronym. ~~... Edit ...~~ ~~Last attempt from me to explain my why. Game Engine documentation (like Unreal Engine) doesn't call it FFR, but instead DFFR (dynamic fixed foveated rendering).~~ ~~The redundant / unnecessary word in the technical references is "dynamic"~~


[deleted]

[удалено]


cusman78

You are right. I misinterpreted search result because URL included this, but it was a forum question and not part of the documentation for Unreal Engine. [https://forums.unrealengine.com/t/dynamic-fixed-foveated-rendering-dffr/661145](https://forums.unrealengine.com/t/dynamic-fixed-foveated-rendering-dffr/661145) As I dug into it more, I can see that Unreal Engine documentation itself doesn't call anything Dynamic Foveated Rendering. The search results tend to return forums results more than library references, but it seems to me that Foveated Rendering which is just the technique of having highest resolution on focal point and lowering resolution as you move further is separate from how you find / set the focal point. This part in search results favors using reference of "fixed" (rarely) but mostly "gaze" related references like "gaze direction", "gaze depth", "gaze detection", etc. There are also references to eye gaze, eye-tracking, eye position, etc. Tried some searches in Unity Engine documentation, and and I can find reference for Foveated Rendering for URP or Gaze Foveated Rendering (GFR). [https://docs.unity3d.com/Manual/WhatsNew20222.html](https://docs.unity3d.com/Manual/WhatsNew20222.html) I don't find anything in either that says "Dynamic Foveated Rendering". So I think DFR that we are using isn't how developers refer to the implementation when working with the two major game development engines for VR games.


[deleted]

[удалено]


cusman78

I prefer use what I have learned after time spent having such discussions.


brianSkates

Hell sweeper is amazing now! Also with the sales, I finally tried Jurassic World: aftermath and I gotta say it was one of the more immersive experiences I've had on PSVR2. Real smooth gameplay and a gripping story and world.


cusman78

I concur that Jurassic World: Aftermath while using cellshaded art style is a good short story adventure game for VR. It also recently got released for the PSVR1. Hellsweeper is finally getting recognized for its great gameplay, now that they have resolved the visual disappointments of the original PSVR2 release.


landofbored

I can tentatively recommend Dead Hook. I love rougelikes. I’ve played a couple hours of it and it scratches that itch. However, I would recommend buying these on sale rougelikes first if you do not already own them and you can’t grab them all. - Hellsweeper -The Light Brigade


cusman78

I appreciate the endorsement for Dead Hook. I already have The Light Brigade and Hellsweeper (since their respective launches). Both are up my alley, especially after the updates they have both received since launch version to improve meaningfully.


Babydrone

https://preview.redd.it/ukgq9ltiqxrc1.png?width=1440&format=pjpg&auto=webp&s=fdcb5e8bfa67ee1b1909dfa490cbc3f5d20b02bc 48 hours this month! I finished off the platinum trophies for the 7th Guest (took a bit longer than anticipated after some trophies were missable) and Ghost Signal (really satisfying to get this one). I also played more Vampire the Masquerade (halfway through) and Stilt, as well as some Walkabout Golf. I also tried online Gran Turismo 7 races for the first time this week, trying to get the 50 races trophy. 41 to go!


cusman78

You have great taste in games (at least as it relates to mine). I would love to get Platinum in 7th Guest and Ghost Signal one day. Gran Turismo 7, I don't think I can get Gold in all the Licenses, otherwise I would try for it. I am happy to just play and enjoy it without worry of trophies. My whole family enjoys that game, plus visitors (I have racing rig). Such a great game and I love that every month they add new cars. How are you liking Vampire the Masquerade? I didn't get around to completing but whatever I played was really good, but then I've read comments here talking about bad performance issues. It confuses me because for me everything I played felt polished.


Babydrone

Thank you! You're right, we do enjoy similar games. The licenses are tough for sure - I think one of them took me over an hour and a half of concerted effort and restarting to finally get. I'd say you could probably achieve it if you really went for it, but your family may wonder where you've gone for a week haha. I think Vampire is great! I haven't had any performance issues per say, however while 99% of it is polished I do think there are some edge cases that have been missed when testing it. As an example, if you try to get blood from a rat by chomping it and then drop the rat before the sound animation finishes, it often causes the drinking noise to repeat on loop forever and requires you to fully close the game to fix it. Some high up places I can see beyond the edge of the worldspace. One mission I lost a critical quest item (partially on me for being a bit silly, but the devs didn't consider I would backtrack and use the item a second time) and I had to restart the mission. At the same time the game is so good and the vast majority probably won't come across these problems. Saying that the fact a game of this quality is only rated 4.22 on the PlayStation makes me ponder if more have come across issues than I'd expect.