Official Thread Playstation VR

Vive seems to offer a better solution but I don't wanna say 2 much in this thread.

Oh I agree, 360 degree controller tracking is cool but the lead is a hindrance from my experience. As far as roomscale goes Vive wins hands down. Saying that, the only A A A content we'll be seeing this gen on any headsets is cockpit based games that were made for 2d but are a great fit for VR implementation. Games like Elite Dangerous, Project Cars, Driveclub and the likes. This is where the Rift excels with its notably clearer visuals because of its custom hybrid lenses . These are the games I could put hundreds of hours into and would justify the price of VR to me. The Vive still suffers with notable SDE and if you've ever tried a driving game on DK2, you can barely focus on the corners because of the SDE. For gen one driving and flight/space sims are the killer app imo and the Rift wins hands down because of the clearer visuals, better ergonomics. The Vive is awesome in half hour demos but there's isn't any games I've seen on it that I can see myself playing for hundreds of hours. Really cool for demoing VR but haven't seen anything with deep game play that I'd want to play over and over again.
The fact that PSVR and Rift will be setup similar with forward facing cameras also leads me to believe this is where devs will put there focus for motion control. The Vive will account for only a very small market share of the overall VR market in gen one so imo we'll only be seeing content from very small studios developing specifically for 360 roomscale.
Gen 2 is where roomscale VR will shine imo.
It's great that Vive is focusing on roomscale because it will give devs a chance to see what works and doesn't but for gen one it will be a niche in an already niche market, not something I'm willing to give up superior visuals/optics and ergonomics for.
I have thought long and hard about it, believe me.

Edit: I'm specifically talking abiut Rift vs Vive here. Sorry for going off topic, it will be the last time.
 
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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.

The only current games that are a good fit for VR are cockpit based games. Shoehorning VR into your average fps or any first person game where you use an analogue stick to move and turn will make you feel nauseous in no time. Most games are going to need to be built from the ground up with VR in mind unfortunately.
 
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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.
It's not that it's hard in that sense. Any game that is first-person can easily be made "VR ready." It's hard because Playstation is a fixed, non-upgradeable hardware and thus very difficult to redesign a game given the demand VR adds to the graphics hardware. But still, trying to instead make separate games for VR will only result in making them less of games and more of gimmicky VR experiences, which is one of the things went wrong with Kinect as a platform. Given how long developers have known about PS VR, the bigger players like EA should have planned downscaled versions of their big games to run VR long in advance.

The only current games that are a good fit for VR are cockpit based games. Shoehorning VR into your average fps or any first person game where you use an analogue stick to move and turn will make you feel nauseous in no time. Most games are going to need to be built from the ground up with VR in mind unfortunately.
First-person shooters like Team Fortress and various walking simulators have actually done great with VR despite your movement being controlled by a keyboard/gamepad.
 
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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.

You need to lose your boner thinking I hate PS4. What you quoted wasn't even anti-PS4, it was anti-Jelsick fraud. Try to keep up. I will most certainly be one of the 1st to own a PSVR, sorry that puts yet another nail in your make-believe story I hate PS4. If you can't get the most simple things right despite me correcting you over and over again how on earth can anyone here trust you for anything else?
 
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."



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.

It could fall in either category. Like you said, it could be his expectations and I'm thinking it could be a bug. From my experience, though, nothing has never slipped or done something else that i didn't intentionally want to do until i hid the sphere and then tried to manipulate the controller, and this is using the controller at a relatively hi speed.
 
Alright, I wanna see receipts on Tuesday.

VaL and Shaun better have f***ing receipts.
 
Alright, I wanna see receipts on Tuesday.

VaL and Shaun better have f***ing receipts.
I'm not sure what this is suppose to prove exactly.

At any rate, since I already have most of the equipment for the experience and only bundles seems to be available, I don't see that happening. But I can tell you this much: its no question as to whether I'll be an owner when a decent shipment does come in. Getting the headset was never an issue. I New what I was getting, and I knew what it entailed.
 
It's not that it's hard in that sense. Any game that is first-person can easily be made "VR ready." It's hard because Playstation is a fixed, non-upgradeable hardware and thus very difficult to redesign a game given the demand VR adds to the graphics hardware. But still, trying to instead make separate games for VR will only result in making them less of games and more of gimmicky VR experiences, which is one of the things went wrong with Kinect as a platform. Given how long developers have known about PS VR, the bigger players like EA should have planned downscaled versions of their big games to run VR long in advance.


First-person shooters like Team Fortress and various walking simulators have actually done great with VR despite your movement being controlled by a keyboard/gamepad.

Yes games like Team Fortress and Half Life 2 have been played using Vorpx injectors. Some people who have the stomach for it can get through it but many people feel really ill and have to go for a lie down. Kb/m is the worst control scheme possible you could use in VR due to the speed at which it can turn your view and stomach. The choice is there on PC if you want to give it a try but no way are a lot of big first person games going to take the time to implement good VR support in there games when they will make a lot of people ill. It would be really bad for VR and it could turn many people off VR for life. Even a lot of Vive roomscale still use teleport to get you around.
Even games made from the ground up for VR can still make you nauseous. Oculus was handing out cans of ginger beer at the GDC event to help with the nausea.
Minecraft was demoed in VR at the Direct X event a couple of weeks ago and made a lot of journos ill.

http://venturebeat.com/2016/03/01/minecraft-in-vr-is-cool-but-it-made-me-seasick/

Edit: You can train your brain to be more accepting of the motion sickness as time goes by but what a lot of VR gamers who have DK2 say is the moment you start to feel queezy take the hmd off, take a break and try it again. Don't whatever you do try and struggle on through or you can make yourself even more sensitive to motion sickness.
 
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Yes games like Team Fortress and Half Life 2 have been played using Vorpx injectors. Some people who have the stomach for it can get through it but many people feel really ill and have to go for a lie down. Kb/m is the worst control scheme possible you could use in VR due to the speed at which it can turn your view and stomach. The choice is there on PC if you want to give it a try but no way are a lot of big first person games going to take the time to implement good VR support in there games when they will make a lot of people ill. It would be really bad for VR and it could turn many people off VR for life. Even a lot of Vive roomscale still use teleport to get you around.
Even games made from the ground up for VR can still make you nauseous. Oculus was handing out cans of ginger beer at the GDC event to help with the nausea.
Minecraft was demoed in VR at the Direct X event a couple of weeks ago and made a lot of journos ill.

http://venturebeat.com/2016/03/01/minecraft-in-vr-is-cool-but-it-made-me-seasick/

Edit: You can train your brain to be more accepting of the motion sickness as time goes by but what a lot of VR gamers who have DK2 say is the moment you start to feel queezy take the hmd off, take a break and try it again. Don't whatever you do try and struggle on through or you can make yourself even more sensitive to motion sickness.
The sickness isn't tied to the walking. It's just tied to the VR experience in general. But how does designing games exclusively for VR change that? There are only two or three games on PS VR that don't involved walking.
 
The sickness isn't tied to the walking. It's just tied to the VR experience in general. But how does designing games exclusively for VR change that? There are only two or three games on PS VR that don't involved walking.

When devs build a game with VR in mind they try to develop it by not using methods known to make users sick. Why do you think there's no fps games where you run around with a gun in the Rifts launch lineup? They're arguably the most successful games sales wise. It's not just walking around though that causes motion sickness, acceleration can cause it, there's loads of things that can cause it. That's why a game like Hover Junkers(a shooter) for Vive, the devs literally have got around motion sickness by keeping a player on a hovering platform. Because you can see that platform and it remains stationary to your view but the platform itself is moving, it keeps motion sickness away. That's why cockpit based games are mostly fine, because you can see that cockpit around you even when the vehicle is moving.

Another way to think about it is you're sitting down on your sofa and you're brain is tricked into thinking you're running around but that part of your inner ear knows you're not moving, that's why you get motion sick. It's similar but the other way around when you're on a big ship, everything looks normal but your inner ear senses you're really going up and down, left and right. That's what causes sea sickness.
 
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When devs build a game with VR in mind they try to develop it by not using methods known to make users sick. Why do you think there's no fps games where you run around with a gun in the Rifts launch lineup? They're arguably the most successful games sales wise. It's not just walking around though that causes motion sickness, acceleration can cause it, there's loads of things that can cause it. That's why a game like Hover Junkers(a shooter) for Vive, the devs literally have got around motion sickness by keeping a player on a hovering platform. Because you can see that platform and it remains stationary to your view but the platform itself is moving, it keeps motion sickness away. That's why cockpit based games are mostly fine, because you can see that cockpit around you even when the vehicle is moving.

Another way to think about it is you're sitting down on your sofa and you're brain is tricked into thinking you're running around but that part of your inner ear knows you're not moving, that's why you get motion sick. It's similar but the other way around when you're on a big ship, everything looks normal but your inner ear senses you're really going up and down, left and right. That's what causes sea sickness.
The Rift launch lineup has fast-moving games like Eve Valkyrie, Eagle Flight, and Project Cars and a slew of walking simulators. So actually the lineup doesn't agree with this idea that you can't move around in a game.

And not that I'm trying to pretend to be some VR guru, but this "you won't get dizzy if you see a stationary cockpit around" is a lie. In the 3D movie, Gravity, you get immediately dizzy the moment the heroine is thrown into space despite the camera having a hard, stationary fix on her. Why would VR contradiction 3D movies like that?
 
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The Rift launch lineup has fast-moving games like Eve Valkyrie, Eagle Flight, and Project Cars and a slew of walking simulators. So actually the lineup doesn't agree with this idea that you can't move around in a game.

And not that I'm trying to pretend to be some VR guru, but this "you won't get dizzy if you see a stationary cockpit around" is a lie. In the 3D movie, Gravity, you get immediately dizzy the moment the heroine is thrown into space despite the camera having a hard, stationary fix on her. Why would VR contradiction 3D movies like that?

I'm not saying you won't get some discomfort in a car. I'm saying the stationary view of a cockpit can help with motion sickness. It will still be an intense experience but then again, take a super car around a track irl and it will be an intense experience. Same for doing loop the loops in a plane irl.
Cockpit games will definitely make you less dizzy than running around fps style which is what this initial debate was about.
You were saying devs should just implement VR into there games and it was only a case of processing power why they wasn't and devs should have toned down their games to make it work in VR. I've attempted to explain why that isn't happening. No worries, everyone is different and if that's what you want out of VR, you can give it a try on PC based VR. You might be one of the lucky ones who can handle it. I'm crossing my fingers I can.
 
When devs build a game with VR in mind they try to develop it by not using methods known to make users sick. Why do you think there's no fps games where you run around with a gun in the Rifts launch lineup? They're arguably the most successful games sales wise. It's not just walking around though that causes motion sickness, acceleration can cause it, there's loads of things that can cause it. That's why a game like Hover Junkers(a shooter) for Vive, the devs literally have got around motion sickness by keeping a player on a hovering platform. Because you can see that platform and it remains stationary to your view but the platform itself is moving, it keeps motion sickness away. That's why cockpit based games are mostly fine, because you can see that cockpit around you even when the vehicle is moving.

Another way to think about it is you're sitting down on your sofa and you're brain is tricked into thinking you're running around but that part of your inner ear knows you're not moving, that's why you get motion sick. It's similar but the other way around when you're on a big ship, everything looks normal but your inner ear senses you're really going up and down, left and right. That's what causes sea sickness.
This. My experience with the Gear VR echoes this. Games with cockpits definitely help. The Ansar War game had a good approach to third person space, but you have to swivel in your chair like a mad man which wouldn't work on a tethered system like the Rift or PSVR.

The easiest to handle are the stationary position games, and the worst are the first person movers like Dreadhalls. I dont get motion sick easily, and that stuff definitely takes getting used to.

I bet the Vive games don't have this problem because you actually move. I suspect that positional tracking helps as well.
 
I'm not saying you won't get some discomfort in a car. I'm saying the stationary view of a cockpit can help with motion sickness. It will still be an intense experience but then again, take a super car around a track irl and it will be an intense experience. Same for doing loop the loops in a plane irl.
Cockpit games will definitely make you less dizzy than running around fps style which is what this initial debate was about.
You were saying devs should just implement VR into there games and it was only a case of processing power why they wasn't and devs should have toned down their games to make it work in VR. I've attempted to explain why that isn't happening. No worries, everyone is different and if that's what you want out of VR, you can give it a try on PC based VR. You might be one of the lucky ones who can handle it. I'm crossing my fingers I can.
Actually the initial debate was over using an analogue stick to move being a nauseating thing, and half a dozen of those OR launch games do exactly that in the form of walking simulators. And as far as the cockpit thing goes, I'm open about believing it can help with the sickness, but what you are putting out is baseless speculation or spitballing. There has to be some solid fact behind it. 3D movies contradict your assessment, and without any solid facts, what you say are excuses rather than reasons for why that is. The developers have spoken a lot on VR development, and they have never mentioned what you've said about the cockpit.
 
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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:

The PS4 is actually backwards compatible with every TV on the market that has an HDMI port as well. Take that.....:meh:
 
I'm sure PS VR will be a trophy hunters dream come true with all the rubbish games that will come out. You thought the Wii and Kinect had shovelware? We haven't seen nothing yet. Toilet Simulator. All you have to do is drink your morning coffee and take a crap for a platinum.
 
I'm not saying you won't get some discomfort in a car. I'm saying the stationary view of a cockpit can help with motion sickness. It will still be an intense experience but then again, take a super car around a track irl and it will be an intense experience. Same for doing loop the loops in a plane irl.
Cockpit games will definitely make you less dizzy than running around fps style which is what this initial debate was about.
You were saying devs should just implement VR into there games and it was only a case of processing power why they wasn't and devs should have toned down their games to make it work in VR. I've attempted to explain why that isn't happening. No worries, everyone is different and if that's what you want out of VR, you can give it a try on PC based VR. You might be one of the lucky ones who can handle it. I'm crossing my fingers I can.

I couldn't have said it better. This is exactly why Sony built Rigs: Mechanized Combat. They explained this. It seem TPS and rail shooters are the only games you can safely build shooters around in VR as it gives your eyes something to focus on.
 
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Is this a PS2 game?
No... its VR, and its still in alpha stage. But even if it wasn't, VR is not all about visuals like you seem to think. You still think a game has to look real, to immerse the user because that is all you are used to when you look at your television screen. That's what I find most hilarious about people's post when they see these games.

If you were placed near a cliff in reality, your heart my start racing. If you were looking at a cliff from your tv, you would probably change the channel. Do you know what the difference is? Its not the fact that one looks real over the other but the fact that one feels real over the other and thus your adrenaline is triggered.
 
The PS4 is actually backwards compatible with every TV on the market that has an HDMI port as well. Take that.....:meh:

I heard PS4 will be backwards compatible with PC and Oculus Rift when PC-PS4 Remote Play goes live.
 
I heard PS4 will be backwards compatible with PC and Oculus Rift when PC-PS4 Remote Play goes live.

I haven't heard this, but it does make since (Microsoft showed something very similar with Forza on the Rift) as long as the PC is streaming the PS4 non VR only games to it and not the other way around. The reason I say that is due to the Rift and Vive possessing higher resolution displays than PSVR -- something PS4 can handle, which means it would require more hardware muscle to run games at that resolution on the PS4. Which also means that the headset itself would have to be plugged directly into the actual console rather than the PC in order to use it. There is a reason all headsets are wired and not wireless; its very difficult to stream VR.
 
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I haven't heard this, but it does make since (Microsoft showed something very similar with Forza on the Rift) as long as the PC is streaming the PS4 non VR only games to it and not the other way around. The reason I say that is due to the Rift and Vive possessing higher resolution displays than PSVR -- something PS4 can handle, which means it would require more hardware muscle to run games at that resolution on the PS4. Which also means that the headset itself would have to be plugged directly into the actual console rather than the PC in order to use it. There is a reason all headsets are wired and not wireless; its very difficult to stream VR.

Just regular PS4 streaming right now (there is an unofficial Remote Play out there). Official one is still in the works I think, but both will work with regular games.
 
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This. My experience with the Gear VR echoes this. Games with cockpits definitely help. The Ansar War game had a good approach to third person space, but you have to swivel in your chair like a mad man which wouldn't work on a tethered system like the Rift or PSVR.

The easiest to handle are the stationary position games, and the worst are the first person movers like Dreadhalls. I dont get motion sick easily, and that stuff definitely takes getting used to.

I bet the Vive games don't have this problem because you actually move. I suspect that positional tracking helps as well.
Cockpit games do great, but not for any of the reasons he has mentioned. Cockpit games do well because you are both sitting in the game as well as in the real world, and thus less "disconnect" happens since the two actions emulate each other. And disconnect being that which makes you sick in vr games.
 
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http://www.gizmag.com/best-vr-headset-gdc-2016/42377/?platform=hootsuite

The best VR headset, after a week at GDC


Games: Oculus brings the motherlode


We've seen some exciting game development for all three platforms, but the Oculus Rift has an uncommonly good – nay, uncommonly terrific – launch window lineup. It wins this category by a wide margin, with Lucky's Tale, Dead & Buried, Eve: Valkyrie, Edge of Nowhere, Chronos, The Climb, I Expect You to Die, Job Simulator and Damaged Corestanding as just several of the potential killer games launching on the Rift – either on release day or later this year.

With that said, the Vive's early gaming library is no longer the blank slate/question mark that it was right after CES, when we picked the Rift as the best mostly due to its content advantage. StressLevelZero's multiplayer shooter Hover Junkers is going to be a killer game for the Vive, and the teleportation-based, first-person stealth game Budget Cuts, slated for late 2016, looks like another candidate. The Vive has a couple of outstanding cross-platform favorites in Job Simulator and Fantastic Contraption– both of which will be bundled with the headset – and Valve's mini-game collection The Lab will make for a nice (free) room-scale showcase for Vive early adopters. Even simple simulations like Selfie Tennis (think Wii Sports tennis for the VR age) can be absolutely captivating on the Vive.

Our favorite PlayStation VR demos we played at GDC were both gamepad-based: space MMO Eve: Valkyrie (also available for Rift) and trippy audio/visual wonderland Rez Infinite. We might have put Golem, Job Simulator and Wayward Sky on that list as well, but they all rely on Sony's terrible PlayStation Move motion controllers. More on that in a minute.

If a guaranteed wealth of games from the moment you buy the headset (and in the following months) is your top priority, then go with the Rift. The other two should be doing fine in this category too, and if all goes according to plan they'll flesh out high-quality gaming lineups before too long. But so far the Rift has shown us the best and deepest launch window lineup, bar none.



Room-scale VR: Viva la Vive!


Room-scale VR is where you get the best sense of feeling like you're someplace else, as you can immerse your entire body in the experience and react to things on a physical/visceral level. Standing experiences come close to this too. Seated/gamepad-based content (which the Rift will focus on exclusively at launch), while incredibly fun, doesn't feel quite as immersive.

At GDC we pushed more room-scale boundaries for the Rift than we had before, as I walked around my Oculus Touch demos in (in some cases) roughly a 7 x 5 ft. space without a single tracking issue.

The Vive is still, however, the better choice for room-scale. Its Chaperone system, which pops up a wall-like grid when you approach the edge of your playing space, is arguably a must-have safeguard for VR that you walk around inside. It also has a forward-facing camera that you'll be able to toggle at any time to get a quick view of your surroundings. If you're walking blindly around your living room, these things can save you from crashing into your wall or stepping on Fido's tail.

Oculus is also advising developers to track their games in 180 degrees, while the Vive's Lighthouse system uses 360-degree tracking at all times. The Rift will be able to support full 360 tracking, but that would require stringing a long cord from your PC to the opposite side of your playing space, and apparently Oculus would rather you didn't do that – at least not yet.

Most of my Oculus Touch demos reflected this, encouraging you to face in one direction for most (if not all) of the time. One exception was building game Fantastic Contraption. I walked around in all directions while creating my bizarre vehicle inside the game, and everything tracked perfectly. And yes, this was with two sensors sitting above the PC, facing in the same direction (180-degree tracking). I suspect all the hoo-ha on the Internet over the Rift's room-scale limitations has been drawn more out of theory than experience. Based on my demos (admittedly a small sample), I don't think the Rift's tracking capabilities in larger spaces are going to be a concern at all. The Vive's advantage here is as much about Chaperone and content that's built for room-scale as it is the full 360 thing.

Sony says PSVR will be able to scale to room-size as well, but, like the Rift, it also doesn't have anything like the Vive's Chaperone system to keep you from bumping into things. And until its controller concerns are remedied, it's hard to get excited about using the same s***-wands, only in a larger playing space.



Motion controllers: What is Sony thinking?


Good motion controllers give you hands inside virtual worlds, letting you pick up coffee mugs in Job Simulator, fire six-shooters in Dead & Buried or Hover Junkers, and swing a lightsaber like Obi Wan Kenobi in the Vive's Star Wars: Trials on Tatooine demo.

Both the Rift and Vive are in very good shape here, but the Rift's Oculus Touch controllers won't arrive until later this year – we heard that the September or October timeframe is worth keeping an eye on. Oculus Touch will also be a separate purchase from the US$599 Oculus Rift, while the $799 Vive ships with its two motion controllers ("Vive controllers") in the box.

Oculus Touch's form factor does have slightly better ergonomics: since the part you grip in your hand is a bit smaller, picking up smaller objects feels a hair more natural. But we don't want to exaggerate this minor difference: the Vive controllers are still nearly Oculus Touch's equal in this respect, to the point where we don't think it should be a factor in the Rift vs. Vive decision.

PlayStation VR's PS Move controllers are another matter altogether. We're baffled as to why Sony is recycling a pair of Wiimote-like controllers that first shipped in late 2010 – for a late 2016 virtual reality platform.

As its best-by date would suggest, PS Move's tracking accuracy is far below that of the Rift and Vive, to the point where its tech gets in the way of a high-quality experience. Trying to swing a sword in Golem was a laborious task: if you swing the Move controller too quickly, tracking goes completely to hell, and if you swing too slowly, you're now adapting your gameplay to the technology – ideally it's the other way around. And even when swinging slowly, they still track more like a Wiimote than the high-end Rift or Vive.

Sony's headset is the cheapest, and its PS4-powered visuals are going to be mid-ranged compared to the PC-powered Rift and Vive. We can live with that alone, as that doesn't necessitate its experience will be mid-ranged. But PlayStation Move is so bad, it actually creates something closer to a low-endexperience. We're utterly perplexed that Sony, a company that has historically made console gaming as high-end as possible, is taking this cheap shortcut.

We aren't rooting against Sony's system. If its level of overall user-friendliness was similar to that of the Rift and Vive, it could make for the perfect mass adoption VR system. Unfortunately it's currently broken, with no signs that Sony is going to fix it before its October launch. If you're pre-ordering PSVR, you've been warned.



Glasses underneath: The Rift applies pressure


Forgetting my contact lenses at home before embarking on a weeklong trip to VR Land was annoying, but it turned out to be a blessing in disguise, as I got to test how all three headsets fared while wearing specs underneath.

The Vive and PlayStation VR each get an A in this class, as they allow you to adjust the distance between the lenses and your face, so you won't feel your glasses pressing into your face at all: they both feel perfectly comfortable with glasses on underneath. The Rift doesn't let you make this adjustment, and it can sometimes feel a little uncomfortable with glasses.

Keeping the straps loose on the Rift helps out, but even then I still felt more pressure on my nose than on the other two headsets. We don't see this as a deal-breaker for Rift owners, but if you wear glasses all or most of the time, know that the Vive and PSVR will be more comfortable.

Price: You get what you pay for (sometimes less)

Here's the breakdown of what each system will cost, in US dollars.

Gaming PC for Oculus Rift - ~$950+

Gaming PC for HTC Vive - ~$950+

PS4 for PlayStation VR - $350

Oculus Touch for Rift - separate purchase, TBA price

Vive controllers - bundled w/headset

PS Move for PlayStation VR - $60 separately or bundle w/headset for $499

Oculus positional sensors - one bundled w/headset, one bundled w/Touch

Vive Lighthouse base stations - two bundled w/headset

PlayStation Camera for PlayStation VR - $50 separately or bundled w/headset/controllers for $499

Oculus Rift - Lucky's Tale, Eve: Valkyrie

HTC Vive - Job Simulator, Fantastic Contraption, Tilt Brush (all limited time only)

PlayStation VR - PlayStation VR Worlds

Oculus Rift - ~$1,499 without motion controllers (TBA with motion controllers)

HTC Vive - ~$1,699 with everything

PlayStation VR - $849 with everything

The Oculus Rift and HTC Vive cost a lot more than PSVR – in the Vive's case twice as much – and if you already own a PS4, that discrepancy is even wider. But based on our extended demo time at GDC, we can't even recommend PSVR right now, even when taking into account its much cheaper price.

The Rift launches at $200 cheaper than the Vive, but remember that the Vive's motion controllers are included in the box, while the Rift's Oculus Touch will be a separate purchase closer to the holidays. This is entirely speculation, but we wouldn't be surprised if Oculus Touch rang up for around $150-200, making this more or less a wash.

The Rift does have built-in headphones, which makes for a very nice, streamlined, all-in-one product. The Vive includes a pair of earbuds, though you can also just plug in your own headphones. We aren't too worried about the Vive's setup, but there is something to be said for the Rift's put product on head, start playing,unified simplicity.



The best VR headset, post-GDC


We see PSVR as falling waaaaay behind the Rift and Vive, so you can already cross it off the "Best VR Headset" list. You can also cross it off the "Best VR Headset Value" list, a category it should have run away with.

That leaves the Oculus Rift and HTC Vive, two amazing headsets that we wouldn't hesitate to recommend to anyone. The easy way out would be to declare a tie, the Rift leaning more towards those who want a stronger early game lineup and aren't as concerned about room-scale, the Vive leaning towards those who want the more versatile hardware that lets you safely walk around larger spaces.

No product recommendation should be one-size-fits-all – that would assume we're all the same – but our "Best VR headset" this time goes to the HTC Vive. The biggest reason we picked the Rift right after CES was because we still hadn't seen much in the way of games for the Vive, and we had already seen many of the Rift's awesome titles. But all it took was playing a few finished or near-finished games that show off room-scale on the Vive for us to see it as the headset with the slightly higher ceiling.

At launch the Rift is more focused on traditional games that happen to be in VR, while the Vive has some amazing games that encapsulate virtual reality in the most literal sense. The more we experience room-scale, the more it seems like the ultimate destination.

The big asterisk is that you're going to have a shallower pool of high-quality games to play on the Vive at the beginning. We're fairly comfortable giving the Vive the benefit of the doubt there, though, being a Valve/SteamVR product (we hear they know a thing or two about gaming). While significant at launch, we don't expect this game library discrepancy to be a big issue in the long run.

Just don't mistake our recommendation as being a bigger difference than it is. We could have easily justified picking the Rift, based on that second-to-none launch window lineup. At GDC, the magical Vive just knocked our socks off a hair more than the magical Rift did.

We'll also revisit this after reviewing both headsets. Once we play the full games at home over longer periods of time, this could change.
 
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Snagged one of best buy. Can't tell if Amazon and gamestop sold out instatnley or haven't gone up yet.