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Nanomashoes posted:How come every VR game has this dedication to the lovely room area experience where you gently caress around with your hands in a confined location and teleport around? I just wanna play a game where it controls normally but you can look around, like Rez is the only good looking game that's been shown so far. Ace Combat 7 is maybe the only game I can think of that makes me want to buy this, because presumably you'll just have a cool cockpit view while playing it like a normal ace combat game. I've got pre-emptive hots for Ace Combat 7 VR but the deal with moving freely on foot no matter how slow is that it's a recipe for motion sickness, something Sony want to minimize, with comfort level software on devkits and then some. Even the super comfortable Battlezone has made people ill. Manatee Cannon posted:this thing is kinda low resolution and the games seem bad The social screen we're seeing is a stretched 960x1080 thus ugly as dirt. e: watching Jeff's in-game view of Battlezone it's clear something is 100% boned. Was not like that in demo stations or the other media outlet videos I've watched of it, but that camera is now over-exposing hard as hell on his LEDs and making them black. Retail units VS demo/dev units problem? Ghosts n Gopniks fucked around with this message at 15:28 on Oct 5, 2016 |
# ? Oct 5, 2016 15:00 |
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# ? Apr 25, 2024 04:57 |
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I didn't mean the dashboard, they mentioned that. I'm saying the games look bad. the background in the batman game, for example
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# ? Oct 5, 2016 15:02 |
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Wow, this Giantbomb preview is really bumming me out . Like, I don't know how I can purchase this thing unless they say they are going to fix the camera issues between now and release.
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# ? Oct 5, 2016 15:31 |
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http://kotaku.com/playstation-vr-the-kotaku-review-1787424830 Reviews aren't too positive so far. I really hope that dev unit they showed off at best buy wasn't a PS4 Pro.
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# ? Oct 5, 2016 15:36 |
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http://www.eurogamer.net/articles/digitalfoundry-2016-sony-playstation-vr-review EG managed to framegrab the feed that's going to the headset, figured out the 120hz interpolation trick, found weaknesses in tracking but nothing worldbreaking like so many others. I wish I could wait for Ace Combat 7 before jumping in.Dehry posted:Reviews aren't too positive so far. I really hope that dev unit they showed off at best buy wasn't a PS4 Pro. PS4 Pro has been used with certain Farpoint demo stations only e: what Brad just said on the stream indicates serious gyro drift issues Ghosts n Gopniks fucked around with this message at 15:55 on Oct 5, 2016 |
# ? Oct 5, 2016 15:46 |
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Dehry posted:http://kotaku.com/playstation-vr-the-kotaku-review-1787424830 drat that sucks. It's already at a price I'm not comfortable paying at like loving $800 CAD. It would have to be a great, smooth experience to justify that price tag. Looks like I'm sitting out of this first generation of VR
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# ? Oct 5, 2016 15:57 |
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What issues were occurring with the GiantBbomb? I watched the feed with the ata king for a. It and it looked ok. Did they fix it or is it title-based?
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# ? Oct 5, 2016 16:02 |
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Feenix posted:What issues were occurring with the GiantBbomb? I watched the feed with the ata king for a. It and it looked ok. Did they fix it or is it title-based? Basically if you can, go try a demo at a nearby store first, and if you do get one be fully prepared to return the unit for a refund.
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# ? Oct 5, 2016 16:13 |
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Dehry posted:http://kotaku.com/playstation-vr-the-kotaku-review-1787424830 The demo I did at Best Buy had the console visible next to the TV and it wasn't a Pro. It also didn't have any tracking issues, or at least not enough to disturb me.
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# ? Oct 5, 2016 16:16 |
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haveblue posted:The demo I did at Best Buy had the console visible next to the TV and it wasn't a Pro. It also didn't have any tracking issues, or at least not enough to disturb me.
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# ? Oct 5, 2016 16:18 |
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Feenix posted:What issues were occurring with the GiantBbomb? I watched the feed with the ata king for a. It and it looked ok. Did they fix it or is it title-based? Right now there's serious drift going on with Brad's headset. Turns his head the right way toward the camera and calibrates, then it within minutes drifts to the side so he eventually has to turn his head close to 90 degrees to "see straight" in VR. No wonder that Eurogamer guy had to get a replacement PSVR. Sucks to see happen. e: got an old Galaxy phone that drifts like this, can't watch short Cardboard VR 360 videos in it without having to spin around with it Ghosts n Gopniks fucked around with this message at 16:27 on Oct 5, 2016 |
# ? Oct 5, 2016 16:25 |
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It's really surprising that reviewers are seeing widespread issues with headset tracking; they've really come out of nowhere. I've seen loads of PSVR demos at a wide variety of distances and light levels, and no-one ever seemed to get the kinds of issues reviewers are seeing. Almost enough to make me wonder if it's something crazy like a badly timed broken software update. I'm sure things will become clearer in the next few weeks as these things start going out in numbers. On the plus side everything except the tracking seems to be getting really positive reception. fake edit: Well that and the game prices, obviously. MrLonghair posted:Right now there's serious drift going on with Brad's headset. Turns his head the right way toward the camera and calibrates, then it within minutes drifts to the side so he eventually has to turn his head close to 90 degrees to "see straight" in VR. I'm 99% certain that's a software bug in that game, not a hardware thing. The way the tracking works there should be no way for a hardware issue to cause rotation drift.
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# ? Oct 5, 2016 16:40 |
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More reviews: http://arstechnica.com/gaming/2016/10/playstation-vr-provides-a-lot-of-bang-for-your-virtual-reality-buck/ http://www.theverge.com/2016/10/5/13167954/playstation-vr-review-ps4-psvr-virtual-reality-headset-controllers
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# ? Oct 5, 2016 16:53 |
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I'm gonna guess that the outfit that manufactured the PSVR did it to a price and quality control is probably an issue.
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# ? Oct 5, 2016 17:05 |
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CrashCat posted:They were talking about jitter in all the tracking, including controllers and headset. I didn't notice headset jittering on stream but Jeff was about to barf it was so bad. The wandering when just holding the Dual Shock 4 was bad but I kind of expected that considering it's just a lightbar and not made for that. The move controllers seemed to move smoothly on screen but they have complained about suddenly losing tracking and mentioned that it wrecked the game when they were playing the one where you stack blocks and try not to tip them over because the control was suddenly lost. Oh, I did. I tried Battlezone and it was glorious. And mine arrives next week. Have to see if it has issues...
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# ? Oct 5, 2016 17:10 |
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SwissCM posted:I'm gonna guess that the outfit that manufactured the PSVR did it to a price and quality control is probably an issue. Yeah I think both the Rift and the Vive have serious factory calibration rigs and that poo poo is baked into the device firmware. Robots and tolerances arn't 100% perfect when placing poo poo so they have to bake in correction at the hardware level. Gyro chips can vary pretty wildly also... where like 3 chips from the same manufacturer in the same board can all report different values which is why Inside out tracking is super hard to do without the use of some 3rd party tracking solution like lasers / AR markers.
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# ? Oct 5, 2016 17:24 |
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Curiously, the Rift and PSVR are both manufactured by the same company. There's the possibility that the superior positional tracking that the Rift uses could be the big difference. The PSVR likely has to fall back on IMU data a lot more heavily compared to both the Rift and Vive as the camera tracking tech they're using is sorta primitive by comparison. EDIT: Primitive isn't really the right word, it's actually pretty clever. It's just less accurate.
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# ? Oct 5, 2016 17:39 |
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It's kind of amazing from an engineering perspective that all of Sony's weird experiments and leftover tech came together to work in a unified system in the end. GiantBomb currently discovering that humans make terrible camera platforms.
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# ? Oct 5, 2016 17:56 |
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haveblue posted:It's kind of amazing from an engineering perspective that all of Sony's weird experiments and leftover tech came together to work in a unified system in the end. They are all too familiar with camera games. Mayhap you've heard of the Kinect ? When Jeff was playing at the start I could see the little movement of the camera he was seeing moving forward and back. (Full screen on a monitor in hd). It was definitely there and not an artifact in the encoding because you kept seeing it at different angles. It was very slight but in vr movement of the vision when your real eyes are not moving is, as someone reminded me, just a train to barfstowns.
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# ? Oct 5, 2016 18:11 |
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I guess Game Informer did a stream today too, I haven't checked it out but here's a youtube link https://www.youtube.com/watch?v=Lg6AzIYDSa4
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# ? Oct 5, 2016 18:13 |
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Jim Sterling did a review of it as well. He actually likes it more than his vive. But that is because his spine is recovering from an injury and almost all vive games require you to twist and turn and PSVR games are more couch based. https://www.youtube.com/watch?v=lMOQ7qv6IIw
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# ? Oct 5, 2016 18:30 |
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Sony posted a launch lineup and future games list, they apparently missed some and obviously didn't include Japanese titles so so these people have it on lock.
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# ? Oct 5, 2016 19:18 |
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And there you have it- that's what a native video player can look like when it puts in more effort than just enabling cinematic mode.
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# ? Oct 5, 2016 19:25 |
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haveblue posted:And there you have it- that's what a native video player can look like when it puts in more effort than just enabling cinematic mode. Come on Netflix/YouTube/or even Sony's Media Player supporting fake environments. At least we have a few of the 360-degree video producers adding their apps to the PSVR. That's something.
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# ? Oct 5, 2016 19:29 |
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As far as I can see PSVR has internal and external tracking and it's those inner sensors in too many of the units sent to media giving poo poo, that they at all get that high priority seems to be a design decision in guaranteeing not 100% losing tracking when somebody walks in front of the camera or whatever. My old phone drifts to the right in Cardboard VR so I'm praying my unit comes in healthy. Best news of the day is that Giantbomb will take a look at Summer Lesson
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# ? Oct 5, 2016 19:34 |
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MrLonghair posted:Best news of the day is that Giantbomb will take a look at Summer Lesson Creeper Cam won't be as effective with a headset covering Jeff's eyes though
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# ? Oct 5, 2016 19:38 |
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Policenaut posted:Sony posted a launch lineup and future games list, they apparently missed some and obviously didn't include Japanese titles so so these people have it on lock. Also surprised that not only the Miku concert thing is there but also some VR mode for the regular Miku game, and then also an Idolmaster concert thing for the Japanese folks. I guess they have their target demo figured out.
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# ? Oct 5, 2016 19:41 |
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CrashCat posted:Creeper Cam won't be as effective with a headset covering Jeff's eyes though They need to rig up a micro camera inside the headset.
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# ? Oct 5, 2016 19:42 |
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haveblue posted:And there you have it- that's what a native video player can look like when it puts in more effort than just enabling cinematic mode. I really don't get the draw of this, so I'd be watching flat content on a worse resolution than a normal TV, with the FOV mostly taken up by a distracting fake world? Is it to experience the illusion that I have a nice apartment or something
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# ? Oct 5, 2016 19:45 |
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CharlieFoxtrot posted:I really don't get the draw of this, so I'd be watching flat content on a worse resolution than a normal TV, with the FOV mostly taken up by a distracting fake world? Same. I kind of get it if you're simulating a massive screen TV/theater but not a normal sized one like that.
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# ? Oct 5, 2016 19:47 |
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I agree, it does say there are multiple environments though so I hope one of them has a bigger screen for the content. I don't see myself using that at all (even if I had a Hulu account) but someone was asking about it earlier ITT.
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# ? Oct 5, 2016 19:49 |
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Apparently the general score for PSVR is 8.6, which is quite amazing. I know scores don't say much, but at least it tells you it isn't terrible. Also, when I tried the PSVR I had no issues at all. This seems really weird.... CharlieFoxtrot posted:I really don't get the draw of this, so I'd be watching flat content on a worse resolution than a normal TV, with the FOV mostly taken up by a distracting fake world? There's also a cinematic mode that offers just a black space with a massive screen of 266 inch. I think that'll definitely be worth it, it works with anything (it basically just puts the UI on a virtual screen).
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# ? Oct 5, 2016 19:50 |
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CharlieFoxtrot posted:I really don't get the draw of this, so I'd be watching flat content on a worse resolution than a normal TV, with the FOV mostly taken up by a distracting fake world?
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# ? Oct 5, 2016 19:50 |
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GameSpot's live stream of PSVR: https://www.youtube.com/watch?v=HMzFXw-kOEc NO TRACKING ISSUES
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# ? Oct 5, 2016 20:27 |
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This is from the VR thread by StarkRavingMadquote:Brad was doing it just fine sitting up and then the chat suggested that he try it laying down because that's the luge position. Brad laid down and the tracking went all wiggy so that he was looking at it sideways because the camera couldn't figure out what he was doing, so he tapped out. Then Dan wanted to try it and told Jeff to make it as horrible as possible, so they were intentionally loving with the camera at that point.
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# ? Oct 5, 2016 20:29 |
IGN review https://www.youtube.com/watch?v=wX8wlviCYIE Polygon review https://www.youtube.com/watch?v=h9Mg_K6d7nw Still watching so no comment yet UnfortunateSexFart fucked around with this message at 20:56 on Oct 5, 2016 |
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# ? Oct 5, 2016 20:47 |
I was in a bright EB Games and Move/headtracking worked great. No issues at all. Playing around with the van dashboard uzi and reloading in London Heist was loving amazing and sold me on it. I've got a blank white wall behind my couch so hopefully it will work well.
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# ? Oct 5, 2016 20:53 |
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I guess I'll just confirm with Gamestop guy that if there are tracking issues I'll be able to return it. Tracking issues aside there was some great stuff on the GB stream.
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# ? Oct 5, 2016 21:27 |
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So I take it you can't get two vr headsets connected to one system for mp stuffs right?
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# ? Oct 5, 2016 21:39 |
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# ? Apr 25, 2024 04:57 |
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Only one VR headset per system but there are multiplayer games based around it.
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# ? Oct 5, 2016 21:40 |