Sony to Control Framerate in VR
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by Rathan kumar.Muthyam
11 hours ago

Thanks for sharing and detailed production breakdown

i thought there wouldnt be anything better than akeytsu for creating easy animations. im happy if i am proven wrong.

Keith, I just wanted to stop by and say: Thank you.

Sony to Control Framerate in VR
18 March, 2016

During the PlayStation VR presentation GDC senior staff engineer Chris Norden presented the new law to developers. Games will have to meet Sony’s framerate requirements to be certified for the marketplace.

Sony to Control Framerate in VR

I know I’m going to get flagged for this. But there’s no excuse for not hitting framerate. … You cannot drop below 60 fps. Period. Ever. I can’t stress that enough.

If you submit a game to us and you drop down to 30 or 35 or 51 we’re probably going to reject it.

Chris Norden, Senior Staff Engineer

To help developers Sony is ready to preview games before they’re submitted for certification. Sony’s enigineers will look for specific red flags and work to help devs get their games approved.

We’re going to play your game and look for technical correctness. We’re going to provide you a report possible nausea triggers, find places where you’re dropping framerate and where you’ve got stutters in your tracking.

We’re going to feed that back to you very early in your cycle so that you can adjust your design iteration if you need to, get your technical guys working with our engineers to help you optimize, and just clean up the game and make it as smooth a VR experience as possible. We’re not going to require this, but we’re strongly recommending that everybody submitting a PlayStation VR title take advantage of this.

Chris Norden, Senior Staff Engineer

It will be quite interesting to follow the percent of VR games certified. Share your thoughts in the comments below.

Source: polygon

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