Official Thread Playstation VR

LoL! I see a lot of assumptions and excuses, some contradicting the other. You alone have admitted to not getting one, and even more directly, PS VR since you don't have the system nor any plans to getting one from what I can tell, which I don't have a problem with either way. I just see a lot assumptions before and even after you are presented with relevance information. Simply put, your mind was already made up, obviously. So I call it how I see it.

And I'm not the one getting defensive here. Remember that.

Lol. This post just proves my point. You choose to ignore what is said and then tell bold face lies to reinforce your ignorance.
 
Looks interesting. I wish I were some way to get a hands on test before plunking down $399.
 
Lol. This post just proves my point. You choose to ignore what is said and then tell bold face lies to reinforce your ignorance.

As does this:

"Unlike traditional games, a simple TV advert will not accurately show the game or offer any glimpse of the actual experience."

:laugh:
 
900p from six feet away vs. 920p two inches away. Not comparable.

I knew you'd say that. :)

Now, which are we looking at here: backwards compatibility or VR exclusives?

Either way you look at it, its still HD but just of a lower grade.......even up on your face. In VR, though, because the game play is so different, the action around you is generally what grabs the user's attention more. Its like being in a car with a moderately clean windshield. Are you going to focus on where you are driving or the windshield? If you like focusing on your windshield more than the cars in front of you, then there you have it. You just answered your question.......and you hadn't even asked it. ;)
 
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I knew you'd say that. :)

Now, which are we looking at here: backwards compatibility or VR exclusives?

Either way you look at it, its still HD but just of a lower grade.......even up on your face. In VR, though, because the game play is so different, the action around you is generally what grabs the user's attention more. Its like being in a car with a moderately clean windshield. Are you going to focus on where you are driving or the windshield? If you like focusing on your windshield more than the cars in front of you, then there you have. You just answered your question.......and you hadn't even asked it. ;)
Shawn's Spin Zone.
 
$499.99

25870702715_107d48e633_z.jpg


All contents of the PS VR core bundle:

PS VR headset
PS VR cables
Stereo Headphones
PlayStation VR Demo Disc
PlayStation Camera
2 PlayStation Move motion controllers
PlayStation VR Worlds (disc)

http://blog.us.playstation.com/2016/03/18/playstation-vr-launch-bundle-pre-orders-start-tuesday/
 
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Let's stay away from personal attacks and focus on the topic.

 
Looks interesting. I wish I were some way to get a hands on test before plunking down $399.

There sure is. Just get one of the vr compatible games, then stick your face on your screen and cover yourself with a blanket.
 
It wasn't a personal attack. It was a statement of observation about the persons actions, and an accurate one at that.

I didn't see it that way. I think you and Oblong were getting too personal.

But let's not clutter the thread further. Any remarks about my moderating decisions should be PM'd to me, not posted here. Let's keep the thread focused on PSVR.
 
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Four hours with PlayStation VR: Good headset, potentially great games – horrible motion controls

"The problem is Sony's Playstation Move motion controllers and the PlayStation camera that tracks them simply weren't built for today's VR. These were controllers for the tail end of the Wii era – basically obsolete tech by today's standards. If Sony sticks with this setup, we think the company is making a colossal mistake. It needs something much better before the headset's October launch."

"This theme was consistent throughout my PlayStation VR demos. Cool games with some promise, but the horrible PS Move tracking ruined most of them."

http://www.gizmag.com/playstation-vr-review-hands-on-gdc/42321/
 
Although, if you get the right distance from the 3d video, and go cross eyed, it works!

I tried it with the 3D porn Frozpot was talking about.

I never thought of that but that's a GREAT idea, Belly! This will give the picture you are looking at some depth, unlike a TV. Now, this is not the full VR experience, but it does let you guys get a glimpse of what I saw with the headset on.

Ok, now try this one:



Picture the screen not even there that you are looking through like this:

300x.jpg


Instead of this:

300x.jpg


With head tracking, its like you are actually there inside the game. Imagine sounds coming from those actual locations. THIS is VR. THIS is what I saw. :)
 
Four hours with PlayStation VR: Good headset, potentially great games – horrible motion controls

"The problem is Sony's Playstation Move motion controllers and the PlayStation camera that tracks them simply weren't built for today's VR. These were controllers for the tail end of the Wii era – basically obsolete tech by today's standards. If Sony sticks with this setup, we think the company is making a colossal mistake. It needs something much better before the headset's October launch."

"This theme was consistent throughout my PlayStation VR demos. Cool games with some promise, but the horrible PS Move tracking ruined most of them."

http://www.gizmag.com/playstation-vr-review-hands-on-gdc/42321/

I'm thinking this is a calibration issue, the controllers. I've put them to the test myself, both aiming and hand manipulation. I didn't notice any lack of tracking until I hide the sphere during the process. So I'm not sure where the author came up with this.
 
I'm thinking this is a calibration issue, the controllers. I've put them to the test myself, both aiming and hand manipulation. I didn't notice any lack of tracking until I hide the sphere during the process. So I'm not sure where the author came up with this.

Well, it was his experience based on 4 hours with the unit, so I have to assume he is just speaking from that experience. I can't fault him for it. If it was calibration, that's Sony's job, if they are demo'ing the units. "Must've been the calibration" is a thing we heard a lot with Kinect, too. Not saying it's equivalent, just reminiscent.

Reading the article, it sounds to me that he had come from using sets with better motion controllers (e.g., Oculus), and the Move controllers seemed poor by comparison. I think it's a factor to consider, especially if we hear more of the same.
 
You can use the PSVR as a display for PS4 games, nothing more nothing less. You could also use an Oculus Rift, Vive, or heck, even Google cardboard as a display for PS4 games if you were so inclined.

Without a direct feed, any of this would be possible with say Twitch to stream your video game/console of choice to a screen of choice. I believe Oculus Rift has an HDMI port, right? So with an app would it not be very "play" any PS4, X1, 360, PS3, Nintendo, etc., etc, etc....any console game ever made?

Using the term "backwards compatible" for what Sony is doing here is deceptive speak that would confuse the masses. It is disingenuous to what is really happening so I am betting this word usage is coming primarily from Sony's head cheerleader here at The Union and not Sony. (p.s. - Val, you better step up your game, you have lost your crown). :laugh:
Stop I cheerlead quality. Sorry if my favorites are better than yours.

Oh see you're anti ps4(but but I own ps4!) stuff in yet another thread.
 
Not so much Vive ports than Oculus Rift (Touch) ports. The Vive is set up for 360 degree controller tracking with opposing cameras. The PSVR and Rift will have forward facing cameras so the controllers can be occluded if you turn your back to the camera.
In all fairness though, the walking around part of VR is blown way out of proportion. The cables get in the way and pull you out of the experience (I've tried the Vive). I've seen many Vive videos where you can walk or teleport and most players in the end choose to teleport as it's just easier. Hand tracked controllers do add a lot to VR though but again for a certain subset of games.
Games like Job simulator will be a 360 experience on the Vive and will be tailored for a forward facing experience on Rift and PSVR although you will have the option of 360 for Rift If you set the cameras up opposite each other.

Edit: when i say forward facing experience, you can still walk and look around 360 degrees on PSVR and Rift with forward facing cameras because the headsets has sensors on the back. I just mean that things you can interact with will be placed infront of you instead of infront and behind like Vive games.
Vive seems to offer a better solution but I don't wanna say 2 much in this thread.
 
Well, it was his experience based on 4 hours with the unit, so I have to assume he is just speaking from that experience. I can't fault him for it. If it was calibration, that's Sony's job, if they are demo'ing the units. "Must've been the calibration" is a thing we heard a lot with Kinect, too. Not saying it's equivalent, just reminiscent.

Reading the article, it sounds to me that he had come from using sets with better motion controllers (e.g., Oculus), and the Move controllers seemed poor by comparison. I think it's a factor to consider, especially if we hear more of the same.

I honestly think it was this particular experience of his. It sounds like an unfinished game rather than a demo. The way the calibration works from what I've tried is a series of tests from the remote for the camera to lock it's exact position in 3D space. I don't think the developers were this careless to not have had the people operating the booths to set this up. I think its a bug issue, to be honest, that or he was flipping the controller at a °180 from the forward facing position to where the camera was looking at the bottom of the handle rather than the sphere. But even during this time, the sphere has to be out of sight of the camera and the remote has to move from it's current position as well in order for it's position to be loss by the camera once it finally gains access to the sphere again.

An indie developer coding for 3 different motion controllers at a time, I think this was likely the case as the Heist showed far more intuitive tracking.

Now as far as the handling, the Move doesn't feel perfect at all, but it doesn't feel bad either, and I have large hands. I expect the biggest leap to here -- this and maybe haptics. 1 to 1 tracking seems more at the bottom of the list so long as the camera can see it.
 
I honestly think it was this particular experience of his. It sounds like an unfinished game rather than a demo.

But it wasn't a single game. He spent 4 hours there and played a variety of PSVR launch games/demos.

Again: "This theme was consistent throughout my PlayStation VR demos. Cool games with some promise, but the horrible PS Move tracking ruined most of them."

He also says this:

"The two best PSVR games I played today were Rez Infinite and Eve: Valkyrie. Guess what they both have in common? They use the PS4's DualShock 4 gamepad instead of PS Move."

The way the calibration works from what I've tried is a series of tests from the remote for the camera to lock it's exact position in 3D space. I don't think the developers were this careless to not have had the people operating the booths to set this up. I think its a bug issue, to be honest, that or he was flipping the controller at a °180 from the forward facing position to where the camera was looking at the bottom of the handle rather than the sphere. But even during this time, the sphere has to be out of sight of the camera and the remote has to move from it's current position as well in order for it's position to be loss by the camera once it finally gains access to the sphere again.

An indie developer coding for 3 different motion controllers at a time, I think this was likely the case [....].

So, you're saying that you think his experience is due to a bug in the game, or to a poorly optimized game? I'm not disputing that that could possibly be a factor, but remember, it wasn't one game, it was something he observed across all the Move-controlled demos. It's hard to believe that all the games were bugged or poorly optimized.

Maybe he's someone with really high expectations/demands for what VR motion control should be, and this didn't live up to his personal standards. You know game journalists are. They all have their own perspectives and expectations. It's all very subjective. Other people might have completely different expectations and a completely different experience. He says the motion controls "sucked" and "ruined it." Other people might be more flexible in their expectations and have a very enjoyable experience.

It's hard to say. You've had a really good experience. His wasn't so good. Until I demo a PSVR unit, I won't know for myself what I think. I'm just listening to impressions at this point.
 
I brought that up a while ago; it makes no sense to use tech from 6 years ago that was made to accommodate hardware from 10 years ago.

Hopefully it's something they can work out.
 
It seems like they are making new games specifically for VR instead of incorporating it into current games. That doesn't sound like a good start.
 
It seems like they are making new games specifically for VR instead of incorporating it into current games. That doesn't sound like a good start.

I imagine it's a very different development track to produce a normal game vs. a VR game, so independent development makes sense to me. "Incorporating it into current games" is probably harder than it sounds, if those games weren't built with VR in mind from the start. It's not like increasing resolution or adapting the controls. I imagine it's a whole different style of development -- from level design to character movement to controls to geometry to coding to ... well, nearly everything but story and dialog.