|
Some quick tips (mostly because I am figuring out things myself. ) So far I have learned: - try to keep your speed in the “sweet spot” - the bigger block in your speed display. Going over this will make you go faster but turn slower. Under will make you a sitting duck. - try not to ever come to a stop - play the SP campaign. It’s really a massive tutorial. - missile countermeasures are on Circle. - don’t forget to repair when damaged! TIEs don’t have shields but can repair - use your power allocation wisely. Don’t hold down fire because you will drain weapons and do spitting damage. Lead your targets - it kind of sucks to have throttle and roll on the same stick but be careful not to move your speed while you are rolling. (I wish I could use the paddles for rolling. Hmmm I wonder if I can customize that) - speaking of rolling you turn much tighter if you roll into the turn.
|
# ? Oct 5, 2020 17:30 |
|
|
# ? Apr 19, 2024 19:39 |
|
Doctor Zero posted:Some quick tips (mostly because I am figuring out things myself. ) Awesome, thanks! Is there a way to tell on the radar what is in front / behind you?
|
# ? Oct 5, 2020 17:43 |
|
Doctor Zero posted:- it kind of sucks to have throttle and roll on the same stick but be careful not to move your speed while you are rolling. (I wish I could use the paddles for rolling. Hmmm I wonder if I can customize that) You can change the mapping of every single button individually. It's a godsend for a console title.
|
# ? Oct 5, 2020 17:54 |
Squadrons bums me out because I've heard nothing but great things about it, but if I pick it up I'll want to play it exclusively in VR and I'm trading in my PS4 towards the PS5 to be able to afford it. Here's hoping the camera adapted is packed into the console box
|
|
# ? Oct 6, 2020 14:53 |
|
Infinitum posted:Squadrons bums me out because I've heard nothing but great things about it, but if I pick it up I'll want to play it exclusively in VR and I'm trading in my PS4 towards the PS5 to be able to afford it. Can't you just play it in the meantime? Or did you already turn in your PS4?
|
# ? Oct 6, 2020 15:19 |
|
I thought the adapter is something you have to sign up for.
|
# ? Oct 6, 2020 15:56 |
|
Knightmare posted:I thought the adapter is something you have to sign up for. It almost certainly is. Even with PSVR being relatively successful, the numbers are nowhere near “include the adapter with every new console we sell”.
|
# ? Oct 6, 2020 16:26 |
|
Yeah they already said you need to claim the adapter, but it'll be free.
|
# ? Oct 7, 2020 02:05 |
|
kirbysuperstar posted:Yeah they already said you need to claim the adapter, but it'll be free. It's just a size change as Sony just didn't want you to be able to use the camera on a PC. It's a standard USB with a specialty shape. I'm sure it will cost under $5 on the secondary market.
|
# ? Oct 7, 2020 02:23 |
|
XtraSmiley posted:It's just a size change as Sony just didn't want you to be able to use the camera on a PC. It's a standard USB with a specialty shape. I think two pins are disconnected too but they're like, the USB1 compat pins or something
|
# ? Oct 7, 2020 02:43 |
|
kirbysuperstar posted:Yeah they already said you need to claim the adapter, but it'll be free. Wait, you need an adapter to be able to use PSVR on PS5? Where do you get that (free?) adapter?
|
# ? Oct 7, 2020 14:39 |
|
Just for the camera I think
|
# ? Oct 7, 2020 14:40 |
|
Sioux posted:Wait, you need an adapter to be able to use PSVR on PS5? Where do you get that (free?) adapter? From their site (bottom of page): https://www.playstation.com/en-us/ps5/accessories/ Sony posted:PlayStation®Camera adaptor
|
# ? Oct 7, 2020 14:58 |
|
Thanks, wonder how they are gonna pull that off with retailers.
|
# ? Oct 7, 2020 17:02 |
|
Sioux posted:Thanks, wonder how they are gonna pull that off with retailers. My money is online only, and with not a huge stockpile. Microsoft did the same thing with Kinect working on the Xbox 1. You had to buy it, but it was really hard to get a hold of.
|
# ? Oct 7, 2020 17:17 |
|
Yeah I'm positive it'll be online redemption.
|
# ? Oct 8, 2020 00:30 |
|
Can you just use a PS5 camera instead if you have that?
|
# ? Oct 8, 2020 01:01 |
|
veni veni veni posted:Can you just use a PS5 camera instead if you have that?
|
# ? Oct 8, 2020 01:09 |
|
haveblue posted:To set up your PS VR with your PS5 Digital Edition, you’ll need your PlayStation Camera2 for PS4 and a PlayStation Camera adaptor
|
# ? Oct 8, 2020 01:13 |
|
Samurai Sanders posted:Surely you can. The cameras just to know where the PSVR’s lights are right? Almost any camera could do that. It seems crazy if you can't, but there's been no official word yet. You would think they would go ahead and say that... then they probably could get away with making fewer PS5-PS4-Camera adapters, and sell more PS5 cameras.
|
# ? Oct 8, 2020 01:13 |
|
They did officially say the new camera won’t work with the (old?) PSVR. It’s likely a camera resolution/tracking algorithm compatibility issue. E: I’m pretty sure, anyway, can’t find a link but the PS5 camera info on Sony’s site says nada about VR... E again: Yeah here we go: https://www.playstation.com/en-us/ps5/accessories/ quote:To set up your PS VR with your PS5 console you’ll need your PlayStation Camera* for PS4™ and a PlayStation Camera adaptor (no purchase necessary). Dewgy fucked around with this message at 01:31 on Oct 8, 2020 |
# ? Oct 8, 2020 01:22 |
|
Oh weird. Oh well, if you have a PS VR it means that you already have a PS4 camera, so it shouldn’t be a problem.
|
# ? Oct 8, 2020 01:27 |
|
Samurai Sanders posted:Oh weird. True, but it throws out the hopes that the new camera (with increased resolution) would improve VR tracking.
|
# ? Oct 8, 2020 02:05 |
|
XtraSmiley posted:True, but it throws out the hopes that the new camera (with increased resolution) would improve VR tracking. There's nothing a better camera can really do to improve PSVR tracking; All it does is go "There is a bright light here" and the rest is guesswork with the gyroscope. The whole reason for all those dots on Oculus and WMR controllers is the pattern tells the camera what direction and angle the controller is facing, combined with a gyroscope for fine-tuning the tracking.
|
# ? Oct 8, 2020 02:28 |
|
Neddy Seagoon posted:There's nothing a better camera can really do to improve PSVR tracking; All it does is go "There is a bright light here" and the rest is guesswork with the gyroscope. The whole reason for all those dots on Oculus and WMR controllers is the pattern tells the camera what direction and angle the controller is facing, combined with a gyroscope for fine-tuning the tracking. The resolution and capabilities of a known hardware camera can be pretty heavily optimized, plus the new camera is a dual-sensor, higher resolution setup. With the new camera not even being supported at all for PSVR, I’d imagine that means they have that low level code pretty drat tightly tuned. Even if it’s a minor improvement, you’d be able to get smoother tracking and better depth detection with the second sensor alone, plus the res boost on top of that, but it may not work with existing software. Makes sense to hold off for a new headset revision to make further use of it, IMO.
|
# ? Oct 8, 2020 02:37 |
|
Neddy Seagoon posted:There's nothing a better camera can really do to improve PSVR tracking; All it does is go "There is a bright light here" and the rest is guesswork with the gyroscope. The whole reason for all those dots on Oculus and WMR controllers is the pattern tells the camera what direction and angle the controller is facing, combined with a gyroscope for fine-tuning the tracking. The higher resolution would help it distinguish light sources a little better at least, right?
|
# ? Oct 8, 2020 03:27 |
|
XtraSmiley posted:The higher resolution would help it distinguish light sources a little better at least, right? The problem is all it's ever getting is a perfect sphere of light from Move controllers. The best it can do is say "the controller's position is at X,Y,Z", it can't do jack for the controller's rotation.
|
# ? Oct 8, 2020 04:16 |
|
Neddy Seagoon posted:The problem is all it's ever getting is a perfect sphere. The best it can do is say "the controller's position is at X,Y,Z", it can't do jack for the rotation. Maybe, but maybe it would help get a more precise location for the headset lights and do better to filter out room lights. Regardless, it seems like it's a non-issue as the new camera won't work with the PSVR. That being said, if it's just tracking lights, why won't it work with the new camera?
|
# ? Oct 8, 2020 04:18 |
https://i.imgur.com/XA8rdlE.mp4Doctor Zero posted:Can't you just play it in the meantime? Or did you already turn in your PS4? Trying to knock out a couple of other PS4 games before trade-in unfortunately.
|
|
# ? Oct 10, 2020 06:58 |
|
Neddy Seagoon posted:The problem is all it's ever getting is a perfect sphere of light from Move controllers. The best it can do is say "the controller's position is at X,Y,Z", it can't do jack for the controller's rotation. What? The Move controllers track rotation pretty well and also have gyros in them. I hate the things, but this is just flat out false.
|
# ? Oct 10, 2020 10:38 |
|
Yeah, Creed: Rise to Glory has been my addiction lately and the Moves can track the rotation of a wrist just fine
|
# ? Oct 10, 2020 12:45 |
|
veni veni veni posted:What? The Move controllers track rotation pretty well and also have gyros in them. That has nothing to do with the camera tracking though; Those little lit-up dots or sensors on PCVR devices aren't just telling their tracking systems where they are in the playspace, they also work out the angle as well based on the visible pattern.
|
# ? Oct 10, 2020 13:10 |
|
Finished the campaign of Squadrons and it was a ton of fun. I might try it again on a higher difficulty before playing multiplayer How is the multiplayer for you guys?
|
# ? Oct 10, 2020 13:17 |
|
veni veni veni posted:What? The Move controllers track rotation pretty well and also have gyros in them. Accelerometers and gryos have exponential error rates and can't be used to track position without something to regularly correct for that error. Optical-based positional tracking (cameras, lasers, whatever) provide accurate positional information (at a much lower rate), however in the case of the PS Move wands the ping pong ball that the camera uses to track the controller doesn't provide rotational information as it's always appears as a sphere. The Dual Shock 4 and PSVR HMD both use glyphs instead, so rotation information can be ascertained and used to correct errors from the internal sensors. This means that the rotation data for PS Move controllers can drift a bit, though apparently Sony uses the HMD's positional data to filter and correct for it somewhat. SCheeseman fucked around with this message at 13:31 on Oct 10, 2020 |
# ? Oct 10, 2020 13:25 |
|
Steve Yun posted:Finished the campaign of Squadrons and it was a ton of fun. I might try it again on a higher difficulty before playing multiplayer Awesome and a lot of fun! You should jump in.
|
# ? Oct 10, 2020 13:51 |
|
Infinitum posted:https://i.imgur.com/XA8rdlE.mp4 Where did you find that? I want to print it.
|
# ? Oct 10, 2020 13:52 |
Doctor Zero posted:Where did you find that? I want to print it. https://www.thingiverse.com/thing:4618312 https://www.youtube.com/watch?v=2Gj2HqlANm4
|
|
# ? Oct 10, 2020 16:06 |
|
The lit-up move ball is a known dimension as well, so it can error-correct positional data based on the two-camera depth perception. There limits to the tech, sure, but it's burlier than people seem to give it credit for. None of the various systems operate in a vacuum, either. The accelerometers and gyros and visual data all reinforce and check each other. The whole system doesn't handle less than ideal conditions well but anecdotally the tolerance for ideal conditions is far wider than, again, it get given credit for. All around the repurposing of existing (cheap) tech for VR is an impressive feat considering what the other guys spent to get it moving.
|
# ? Oct 10, 2020 16:22 |
|
Casnorf posted:The lit-up move ball is a known dimension as well, so it can error-correct positional data based on the two-camera depth perception. There limits to the tech, sure, but it's burlier than people seem to give it credit for. None of the various systems operate in a vacuum, either. The accelerometers and gyros and visual data all reinforce and check each other. Position isn't the problem though, it's rotation, and those systems literally can't "reinforce eachother" because all the Move Camera can ever tell is where that bright ball is and nothing more. PCVR hardware can tell both where something is and what direction it is facing because the tracked objects either have unique light patterns or sensors identifying both and fine-tune from there with other hardware. I have an Aim Controller and that sucker loves to driiiiiifffft. The fundamental problem is a Move Controller's onboard tracking is blindly operating relative to an assumed zero point of rotation. A zero point that can subtly shift over time because there's no way for it to correct itself externally.
|
# ? Oct 10, 2020 17:41 |
|
|
# ? Apr 19, 2024 19:39 |
|
Yes. Though accel and gyro should work together there. One G is a known constant and easy referent. Between that and real time positional data you should be able to poll a zero point fairly regularly. But obviously that's not working or not what's being done so there must be something I'm missing.
|
# ? Oct 10, 2020 18:30 |