VR is a gimmick

Yeah the bar is pretty low, it's not like we've heard sh!t from either of the big two outside of initial sales. Pretty disappointing, though the cost of entry for those two are pretty high.
 
So how many units does PSVR need to sell in order to be considered a success? I was looking at the OR and Vive numbers, and after the early adopters, the numbers are pretty sh*tty.

But I went back and played the VR demo in the MS store, and I still think it's good. Just not worth all that cash. In another year or 2 though, most likely.

I'll say if PSVR sells 500,000 the first week it's a good launch. Anyone know how well Kinect did at launch? This is basically the same deal for Sony. Dominating a generation then you take your foot off the gas and try to pull in casuals with a gimmick. It's going to be fun to see how it turns out.
 
It's way too premature to declare VR a success or not. Even after the PSVR launch. VR/AR is eventually going to take over. It's not a matter of if, but when. Just enjoy the ride over the next 30 years.

1984:

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It's way too premature to declare VR a success or not. Even after the PSVR launch. VR/AR is eventually going to take over. It's not a matter of if, but when. Just enjoy the ride over the next 30 years.

1984:

255px-DynaTAC8000X.jpg

Meh, I'll let others enjoy the ride...
 
http://press-start.com.au/news/2016...l-take-roughly-2-5-hours-complete-everything/

BATMAN: ARKHAM VR WILL TAKE ROUGHLY 2.5 HOURS TO COMPLETE EVERYTHING
SHANNON GRIXTIOCTOBER 3, 2016

Rocksteady Studios Brand Marketing Producer, Dax Ginn has revealed more information about the length of Batman: Arkham VR to PressStart.

Whilst the hands-on experiences have been extremely positive, many have been worried about the length of Batman: Arkham VR, which was always marketed as a bite-sized experience, rather than a full game.

The core narrative is about 60 minutes in duration, however additional content is unlocked that provides about another 90 minutes of gameplay on top of that. So there are plenty of reasons to play through the game multiple times in order to see everything that we have put into it. said Dax Ginn.

Batman Arkham VR will launch alongside PlayStation VR on October 13th. It will only be available digitally on the PlayStation Network for $29.95 AUD. It is said to be exclusive to PlayStation VR until March 2016.
 
It's way too premature to declare VR a success or not. Even after the PSVR launch. VR/AR is eventually going to take over. It's not a matter of if, but when. Just enjoy the ride over the next 30 years.

1984:

255px-DynaTAC8000X.jpg
Doing some Googling, it released for $4,000 US!
 
H429.jpg


https://www.vg247.com/2016/10/03/re...an-arkham-vr-are-both-ps-vr-timed-exclusives/

Resident Evil 7 and Batman: Arkham VR are both PS VR timed exclusives

Monday, 3 October 2016 15:36 GMT By Shabana Arif

A new Facebook ad reveals both titles won’t always be PS VR exclusives.


resident-evil-7-psvr-12-month-exclusive.jpg

It seems that Resident Evil 7‘s VR experience may not be limited to the PS4 after all.

An ad was spotted on Facebook and posted to Reddit that indicates that the title is exclusive to PS VR for 12 months.

batman-arkham-vr-timed-exclusive.jpg

NeoGaf picked up on the ad too and spotted that Batman: Arkham VR will also be a timed PS VR exclusive until March 2017.

The Resident Evil 7 VR demo Beginning Hours was updated on September 16 to unlock additional areas for exploration. You can play the demo on PS4 and using PS VR. Resident Evil 7 is set to release on PC, PS4, and Xbox One on January 24, 2017.

Batman: Arkham VR releases on October 13 along with the PS VR.
 
From GAF thread. Looks like there is no HDR pass-through. Sony conveniently didn't tell anyone about this until..... today.

Although it may not even matter as no games support HDR on PS4 yet anyway.

PSVR will pass through 4K but not HDR to your 4KTV

This means you'll have to unplug PSVR and hook the PS4 Pro directly when you want to play anything with HDR. This came up in another thread but people should probably be aware of this small tidbit. This seems like a stupid decision on Sony's part.

Q: Does the Processor Unit support 4K and HDR pass through?
The PS VR Processor Unit (PU) supports video pass through so that you can enjoy regular non-VR content on your TV when you have the PS4 connected to the TV via the PU and the PU is connected to power via the AC adapter and the PS VR headset is not in use. This pass through support works for regular 1080p signals and also supports 2160p (UHD or ‘4K’) content in YUV 420 color format at up to 60 Hz from a PlayStation Pro. However, HDR signals are not supported for pass through by the PU. This applies to both 1080p and 2160p HDR. If you have a HDR capable TV and want to view PS4 content in HDR, it is necessary to cable the PS4 directly to the TV.

http://blog.us.playstation.com/2016/...-ultimate-faq/

7SjcMco.jpg
 
From GAF thread. Looks like there is no HDR pass-through. Sony conveniently didn't tell anyone about this until..... today.

That's awful. Almost as bad as when Microsoft waited until the last minute to explain their DRM policies. What's up with these companies being all secretive.
 
That's awful. Almost as bad as when Microsoft waited until the last minute to explain their DRM policies. What's up with these companies being all secretive.
Yup. Sneaky companies.

Here's another one. 3D audio in PSVR only works with wired headsets. Another tidbit of last minute info from that Sony FAQ blog that came out yesterday..... one week before launch.

http://www.polygon.com/2016/10/3/13155460/playstation-vr-headphones-3d-audio

PlayStation VR’s 3D audio only works with wired stereo headphones

Don’t use surround sound
by Samit Sarkar @SamitSarkar Oct 3, 2016, 7:41p3D audio, a technique that delivers positional sound to help make it feel like you’re actually in a virtual space. However, the headset’s 3D audio doesn’t work with wireless headphones, Sony said today in an FAQ for PSVR.

Positional audio simulates the behavior of sound in real life, making it seem like noises are coming from all around you — ahead, behind, left, right, and even above and below. Thus, 3D audio "greatly enhances the feeling of immersion and presence in VR over traditional audio systems like 7.1 surround sound," according to Sony’s FAQ.

"While purely visual VR experiences can be made, adding 3D audio greatly magnifies the impact and depth of a VR experience," said Dr. Richard Marks, senior director of research and development at Sony Interactive Entertainment America, in an interview with The Verge last year.

The feature works with wired stereo headphones; Sony is including a pair of wired earbuds in the PSVR package. The unit features a standard 3.5 mm audio jack into which users will plug their headphones directly. PSVR’s Processor Unit, an external box, handles the processing of 3D audio.

Wired headphones are the only way to get 3D audio from PSVR — wireless headphones like Sony’s Pulse headsets (or wireless gaming headsets from companies such as Astro, Turtle Beach and SteelSeries) "will not work with PS VR," according to the FAQ. That’s presumably because connections for gaming headsets generally use audio from a gaming console, not from an external source like PSVR.

Speaking of gaming headsets, Sony also noted that users should disable any surround sound features in headphones that they’re using with PSVR. Surround audio processing that’s performed by headphones "will interfere with the 3D audio from the PS VR headset," according to the FAQ.