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PlayStation VR


rubberducker

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3 hours ago, SeanR said:

last night I played TR blood ties long enough to unlock twin stick.controls. It warned me, you know? It said I might experience dizzyness.

 

ill be fine, I said to myself, just pretend I'm piloting a drone or something.

 

no.

 

once I found the main entrance hall, that was it.

 

vomit comet.

 

Thankfully I've not experienced any motion sickness at all. Windlands does still give me butterflies in my stomach when I get in the zone and start flying around the map like a lunatic. I'm playing it with all of the comfort settings off too. I guess I'm lucky when it comes to VR. My boyfriend can only stomach 5 minutes of windlands and feels sick.

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Oh Minter, Minter you crazy old fool. I cannot wait for his game...who needs a PSPRO to super sample when you have him and Giles at the helm. Native 120 FPS you say? Oh absolutely (and I'm guessing he is the only developer to acheive this). Having had months of experience of super sampling on the Rift, being able to super sample at 2x really does make a difference to perceived resolution and clarity. The responsiveness in a Minter arcade game that plays at 120FPS should be amazing.

 

In fact if I was a betting man I would have money on several of the launch titles already super sampling to some small extent although not 2x (and a couple not even hitting native resolution....Rush of Blood to name one). You just get that moment when some things look clearer and sharper than others...and at the moment it's potentially the better coded / less taxing stuff. So Playroom from what I've seen could be using super sampling, as could Rez (at least for areas 1 -5 not so sure about X as it uses a different engine although it does look incredibly gorgeous).

 

Anyway, from Minter:

 

Oh well, bed time, off to Baath tomorrow to show a bit of what you can do with 120Hz native and 2x oversampling and the best damn tracking.

Can't iterate how proud I am of Giles' work on our engine. He's getting stuff out of the stock PS4 that nothing else is even close to.

 

:D:wub::D

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40 minutes ago, sdmilne said:

How easy is it to get hold of these at the minute then?  It's my birthday in 2 weeks,  so what would be my chances of finding one before then?

 

All the Argos locally to me (all of Northern Ireland) had stock yesterday with collection available for the weekend. Now sold out apparently. According to my mate who reserved one anyway. 

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5 minutes ago, Napole0n said:

I was playing that Robot Rescue game in Playroom VR yesterday and thought how amazing a VR version of Super Mario 3D World (or Galaxy, even better) would be :(

 

Would be utterly brilliant as the little taster they've given us shows how fantastic platforming could be in VR

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I have next week off so I took the plunge and pre ordered Robinson from Base.com

my first order with them, what are they like?

 

ive also got a Pro coming. It might be here in time for the game but I'll easily be able to see the difference a Pro can make as I expect Robinson to take advantage of it probably more so than most other games.

I haven't seen anything from any gameplay or Robinson that makes it look any good so it's a bit of an experiment. Does a shitty VR game still look shitty in 2D trailers or do shitty 2D trailers completely destroy the amazing wonder of a VR game......we shall see.

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I'm finding the drift starting to get annoying if I want to play anything that isn't done in short bursts.

 

Just played through a5 stages in score attach mode in VR Mode in Rez, and by the end I was turned facing 120º away from facing the camera to be looking forward. Was especially notice as I did Area 1 last, so when I turned left to see the boss my controller usb cable reached max distance and I had to unplug it to turn on round.

 

It's a shame there's no hold options to re-centre VR thing like there is with cinematic mode.

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It's interesting as the DK1 had drifting issues (before a camera and positional tracking was a thing) although they did massively improve it with software revisions over time I believe if I remember correctly. I wonder if that will be the case with PSVR (as surely it should be easier as there is also a camera involved).

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A lot of the gripes are that cinematic mode doesn't use the camera and still experiences drifting, but given how easy it is to re-centre cinematic mode it's not really much trouble.

 

It's in VR games the only way to reset it is basically a hard restart of the game an headset which is annoying. Though It's only noticable for on rails games like Thumber and Rez, rather than full 3d movement games. Windlands I end up facing all kinds of directions through spinning around like a madman in midair looking for trees to grapple onto. Swivel chairs and VR go perfectly hand in hand.

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My last VR session I finally fixed the drifting issues by doing all of the following:

 

- Started PS4 from cold boot up

- Camera on top of the TV

- Made sure no pad was connected and charging on the PS4

- Made sure to sit pretty much exactly 4ft away

- Didn't change room setup: dark room except for IKEA standing lamp partially lighting up the room. No direct lights/mirrors in camera view.

 

Just need to change thinks one by one now to understand where the issue stems from!

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4 feet is definitely the sweetest spot.

last night I was sitting on my foot rest which is about 4 feet from camera to head and the controller was stable and the tracking near flawless.

i then sat on my arm chair just behind my footrest and the controller started swaying forward and back. Even a foot makes a big difference.

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1 minute ago, Harrisown said:

4 feet is definitely the sweetest spot.

last night I was sitting on my foot rest which is about 4 feet from camera to head and the controller was stable and the tracking near flawless.

i then sat on my arm chair just behind my footrest and the controller started swaying forward and back. Even a foot makes a big difference.

 

I suspect the same. I normally sit on my sofa which is 5ft away and I have drift issues - but no pad tracking issues. I put a chair infront of the sofa to be 4ft away and it worked great.

 

I still want to try moving the camera to chair level and 4ft away as I'll still be able to sit on the sofa.

 

I'm happy I managed to eliminate though and rule out a hardware issue.

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6 minutes ago, StephenM said:

Has anyone tried Volume with the VR? Not seen many mentions...

 

I thought it was pretty awful unfortunately. Its basically a virtual room with the game playing in front of you. The trouble is as the play area is reduced and the resolution lower the effect is a pretty ropy looking screen with much of the original crisp aesthetic lost. 

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14 minutes ago, cassidy said:

Damn and I was just about to post about the fact its now £3.54 for PSplus subbers. As I just bought it :( 

 

Opinions later I guess. Oh and if anyone is up for some battlezone would love to play with the forum rather than randoms.

 

Volume is a really good stealth/puzzle game so don't feel bad about spending £3.54 on it. It's easily worth that. Just don't expect much from the separate VR mode.

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3 hours ago, Napole0n said:

I was playing that Robot Rescue game in Playroom VR yesterday and thought how amazing a VR version of Super Mario 3D World (or Galaxy, even better) would be :(

 

Hey, there's always a chance we could get...um (tries to think of a Sony platformer) VR Knack?

 

weeds.gif

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3 hours ago, Qazimod said:

 

Hey, there's always a chance we could get...um (tries to think of a Sony platformer) VR Knack?

 

weeds.gif

 

Tearaway is the answer you are looking for - the square enemies are almost carbon copies, and the fourth wall stuff is present in both.

 

But yeah, Knack 2: Bigger and Badder Super VR edition works I suppose ;)

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