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rubberducker

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11 hours ago, RIKT said:

Did I see someone mention a setting that lets you hear the 'outside world' through the headphones in addition to the game sounds whilst in VR?

 

I'd be super grateful if someone could point me in the right direction if so. 

 

 

Somewhere in the PS4 Settings menu (possibly audio devices) there's a setting called "Sidetone" which you can turn on to allow you to hear the outside world. I was fiddling with it last night and found setting the volume at 1 was the best option, otherwise all you can hear is your own breathing. 

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I thought this was interesting regarding drift/wobble:

 

https://www.reddit.com/r/PSVR/comments/59p7ds/sources_of_drift_and_wobble/

 

Quote

 

Last night I was noticing an odd kind of drift in Driveclub VR which is that the game menus drift significantly (happened both left and right alternatively) however the in game view wouldn't for quite a while.

So maybe 2 or 3 races in the menu screen was notably off but the seated view was fine for 30-60 minutes at a time.

I had done a restart of the console before playing and didn't want to reboot mid game so just tried power cycling the PSVR which re centered everything.

Got me thinking about the sources of drift an wobble and with all the "are my unit broken" posts coming up regarding it, it seems like it would be good to identify where these issues likely come from and thus how much you can expect them to always be there.

Drift - the image centers to the left or right of where it should. This means you would have to look left or right in the real world to be looking forward in game.

This is almost certainly from cumulative error in the gyros in the HMD and not to due with the camera seeing it.

The gyros sense rotation in any direction however they are doing it based on momentum oblivious to the outside world so just like you would (if blindfolded) over time standing around probably end up facing a direction you didn't think you were, they are not perfect and so accumulate error over time resulting in visible drift.

This isn't effected by the camera because drift can be get bad enough that the camera literally sees only the side lights on the HMD but still hasn't somehow overruled the effects of the drift.

So fixing this issue I would think comes down to updating the HMD firmware if possible but really nothings perfect and the values generated by the gyros in the HMD seems to be fairly low precision based on the output shown when hooked up to a PC and even if much higher precision within the HMD they have some maximum level of precision beyond which there will be error.

Wobble - the in out pulsing or movement of the VR world as if you were moving forward and back while you are not.

I think the camera is in charge of detecting your 3D position as simply relying on accelerometers isn't going to cut it for figuring out how far you walked or how far up and down your head moved when standing up.

The camera looks at the lights on the HMD from 2 lenses and uses that offset data to get an idea where they are in 3D space.

The problem is the resolution is low enough on the camera that the margin of error is notable. Just imagine if you tried to guess with your eyes exactly how many centimeters something is away from you. It would be hard to get it exactly right second to second especially if it could be moving randomly.

This is why wobble is alleviated the closer you get to the camera. You can get more detail out of an object closer to the lens and so it can be more accurate on whether you are moving or not.

When you actually move it can interpolate expected momentum based corrections to make the movement smoother which is why often wobble doesn't exist when moving your head even slowly. It's only when you are still that it's an issue because that's when the camera can't rely on any kind of movement smoothing algorithm.

Have a friend slowly or quickly rotate a picture hanging on a wall, you can easily tell what it's doing. Now have him put his finger just on one corner and hold very still. Tell him at some random point in time he may VERY slowly tilt the frame one way or the other but don't let you know when it's happening.

You will probably think it's moving when he hasn't moved it yet.

Similar issue with trying to detect small unexpected movement.

Wobbly hands - this is when your in game hands jerk or spas out.

I'm fairly sure this comes mostly from the camera and is an exaggerated of the wobble you see from the HMD because the HMD has multiple regularly shaped lights in view at all times. This increases tracking accuracy as not only are you looking at the lights location difference between the offset images from both lenses you can also see their shape to get location info.

The Move controller has just one spherical light to work with so just like it's harder to tell how far away a smooth even colored ball is for humans than say a car or something else with recognizable shapes, so it is with the camera and the move controllers.

So in the end I think these are all issues that may be able to be improved over time but really they all come from hardware limitations that can't be completely overcome....

EDIT one last thing I have seen people mention that the camera needs to be level to ensure your headset view is level. I haven't tested this out yet but I assume the headset takes care of detecting level because it can tell what direction gravity is pulling and that's a reliable down than the camera image...

 

 

I've noticed that Driveclub is particularly bad for drifting to the left. I'd not thought about rebooting the headset, I'd always gone for the full PS4 restart.

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34 minutes ago, SeanR said:

So, weeping doll... how much nope?

 

or Pixel Gear, a shooting gallery in a minecraft-esque landscape?

 

both under £8... (Both by Oasis Games, never heard of them)

 

 

It uses 360° images like Five Nights at Freddies, so I would expect it to be pretty rubbish in VR. There's probably still a nope factor there though, especially if you can't make it through to the end of Batman. :P

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22 minutes ago, EUkdazs said:

I thought this was interesting regarding drift/wobble:

 

https://www.reddit.com/r/PSVR/comments/59p7ds/sources_of_drift_and_wobble/

 

 

I've noticed that Driveclub is particularly bad for drifting to the left. I'd not thought about rebooting the headset, I'd always gone for the full PS4 restart.

 

Ah, DriveClub...

 

I thought it was deliberate! I mean, it puts the car/turntable thing almost centered and the menu to the left.

 

Then I discovered that EVEN if you look REALLY REALLY right and hit re-calibrate: nothing happens.

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28 minutes ago, SeanR said:

 

Ah, DriveClub...

 

I thought it was deliberate! I mean, it puts the car/turntable thing almost centered and the menu to the left.

 

Then I discovered that EVEN if you look REALLY REALLY right and hit re-calibrate: nothing happens.

 

Yeah, that's so weird. I even tried jumping back out to my home screen, re-calibrating and then going back to Driveclub but it's still way off to the left.

 

While I'm having a moan, I moved my camera last night and then re-calibrated everything, including my IPD. I'm pretty sure I'd had it at 67 previously which was fine but I thought I'd try recalibrating everything just to make sure. My first attempt gave me 69 which didn't feel right at all, then 66 and finally 68. It' OK but I think I preferred it at 67 but I can't manually choose, can I? It just lets me set it back to default or retake the test. Unless I'm missing something, which is possible as I was pretty tired last night. Manged two hours with only a couple of very short breaks though, so it looks like my VR legs are kicking in :)

 

 

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1 hour ago, EUkdazs said:

 

Somewhere in the PS4 Settings menu (possibly audio devices) there's a setting called "Sidetone" which you can turn on to allow you to hear the outside world. I was fiddling with it last night and found setting the volume at 1 was the best option, otherwise all you can hear is your own breathing. 

 

Perfect. Thanks so much :-)

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So now that I opened up the near orgasmic experience that is Rez Area X, I figure I need some new headphones, while the ones that shipped with it are ok they are obviously a bit lacking. I tried my Beats but they don't sit well and are a faff on and off so I'm thinking something nicer in ear maybe. Or other suggestions would be welcome.Not looking to spend a ton of money, just what it takes to get something better than what it shipped with. Particularly for deeper base for something like Rez. I know nothing about headphones. Help! Please :)

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Started the RIGS tutorial on Wednesday night. Felt unwell within ten minutes, but going against my own advice (and that of many of others) I tried to push through to the end of the tutorial so I won't have to re-do it next time.

 

That was a mistake.

 

Still felt a bit ropey up until last night, a full 24 hours later!

 

VR motion sickness is real, folks.

 

It's easily the most unwell I've felt after a PSVR game, and that includes Driveclub.

 

(Excited to try it again tomorrow night as it looks like a class game once your VR legs are fully there)

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33 minutes ago, murray said:

Started the RIGS tutorial on Wednesday night. Felt unwell within ten minutes, but going against my own advice (and that of many of others) I tried to push through to the end of the tutorial so I won't have to re-do it next time.

 

That was a mistake.

 

Still felt a bit ropey up until last night, a full 24 hours later!

 

VR motion sickness is real, folks.

 

It's easily the most unwell I've felt after a PSVR game, and that includes Driveclub.

 

(Excited to try it again tomorrow night as it looks like a class game once your VR legs are fully there)

 

Did you activate the visor thing to limit your view (and help with motion sickness?)

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12 minutes ago, HarryBizzle said:

 

Did you activate the visor thing to limit your view (and help with motion sickness?)

 

Yeah, this was with all the VR comfort features on. I did have my view controlled by the right stick instead of my head, though, so I'll try the head view next time.

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37 minutes ago, murray said:

Started the RIGS tutorial on Wednesday night. Felt unwell within ten minutes, but going against my own advice (and that of many of others) I tried to push through to the end of the tutorial so I won't have to re-do it next time.

 

That was a mistake.

 

Still felt a bit ropey up until last night, a full 24 hours later!

 

VR motion sickness is real, folks.

 

It's easily the most unwell I've felt after a PSVR game, and that includes Driveclub.

 

(Excited to try it again tomorrow night as it looks like a class game once your VR legs are fully there)

Only game I have felt sick on.  Didnt make it to the end of the demo.

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Got round to trying a little bit of Harmonix Music Maker thing last night after a few folk mentioned the drawing bit - despite having almost no free time at the moment and a silly backlog of VR games I immediately bought it. It's really lovely - and incredibly accurate. I know there's stuff like smoothing of data going on in software but it's surprising to me how different the quality of motion tracking is between titles. Both the Move tracking and spatial tracking were absolutely perfect - almost approaching Vive levels of accuracy. Compare with Until Dawn where your controllers jump around a fair bit.

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40 minutes ago, macosx said:

Someone flagged up Amzaon Basic at 13.99 as pretty good. Going to get a pair

Yeah I got a white pair and still can't quite believe how good they are for the money. they do fit nicely over the VR headset as well.

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