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rubberducker

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At £14.99 and with graphical expectations in check, Driveclub is as good value as PSVR currently gets.

 

Pro tip. If you don't let your headset lenses warm up before use, it unofficially reintroduces one of the missing weather effects. Very convincing fog.

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38 minutes ago, petrolgirls said:

Yeah, I've been holding off getting Superhot on XBone as I reckon its mechanics would work really well in VR. 

 

Superhot and Superhot VR are different games mind, so you wouldn't just be playing through the same levels in VR. I'd still say Superhot VR is a massive improvement over the original though.

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Robinson is pretty impressive graphically. Playing with standard twin stick controls and not getting any motion sickness. Though he does walk at a snail's pace. 

 

Its pretty poor at the "game" part though. As a graphical showcase, I'm not feeling robbed of £25 yet. 

 

Also got Battlezone, if anyone wants to co-op up over the hols, let me know. 

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I had Christmas vouchers for Amazon, that I've used already, to get Eve, Robinson's, Rigs and Battlezone. Ha. 

Didn't think some would be in stock until next year, how wrong I was, as three have turned up already. Robinson's next Wednesday. 

They're all under the tree though, it's going to be a good Sunday. 

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14 hours ago, Napole0n said:

Fruit Ninja? Like that swipe game on mobile? Seems fun. For about two minutes.

 

Might get Driveclub VR though. Or "Blur 2" as we like to call it here.

Driveclub VR is the best racing game ever. If we could get some regular races going it would be outstanding  

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1 hour ago, Pug said:

 

How do you get on with the knife/star throwing?

 

I just can't get it right at all.

 

 

My setup really can't handle knife throwing to the far left or right. I think I need to adjust something.

 

Ok guys. I just played Starship Disco and it's amazing. You can head track to aim but I used a move controller. It gets very hard quickly but is very, very satisfying

 

 

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I bought Tumble and Driveclub.

i've done 35 hours work in the last 55 hours of life and had about 10 hours sleep so I kept it short.

All I can say is that there is a noticeable improvement playing on the Pro compared to the demo. I was quite happy about that.

Seems like a steal at £15 and was dead easy to find a race online which I was worried about.

i joined a rllmuk team squad club thing but I don't recognise anyone's name.

 

It's certainly not the perfect driving game for me but it does suit VR really well and £15....come on.

 

Not committed to getting Rigs just yet but I really do have an appetite for some quality AAA VR. I guess we just need to wait for the industry to catch up. 2017 should be very interesting.

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2 hours ago, Pug said:

 

How do you get on with the knife/star throwing?

 

I just can't get it right at all.

 

It's not 1:1, I think it's mostly gesture based. If you turn your head and look directly at the targets (or track their movement with your head) and then just flick to throw, that works better. It's a bit flaky about your room's lighting and where you're standing, mind - I've seen the knife wobbling in my in-game hand when I've been perfectly still, in a way that doesn't really happen with the gun. 

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8 hours ago, Rudderless said:

 

It's not 1:1, I think it's mostly gesture based. If you turn your head and look directly at the targets (or track their movement with your head) and then just flick to throw, that works better. It's a bit flaky about your room's lighting and where you're standing, mind - I've seen the knife wobbling in my in-game hand when I've been perfectly still, in a way that doesn't really happen with the gun. 

 

From the horse's mouth on Reddit, re knife throwing:

 



Sorry to hear that you are having difficulties with the knife throwing. Making the throw so that players could be as accurate as possible was one of the things we spent the longest part of development on. We tried absolutely everything to arrive at the mechanic we did and chose it because we believed players would be frustrated at with any of the other implementations we tried.

 

Before going into Lethal VR specifics having your PSVR set up as perfectly as possible to allow for good tracking helps a lot. I spent a long time trawling this subreddit and experimenting with different positions of myself and the camera to get our Three Fields Entertainment PSVR set up as perfectly as possible so here are findings:

 

The vertical field of view of the PSVR camera is not that large so you want to have the camera as close to your shoulder height as possible. I set mine up above the television as below the television it regularly lost tracking of both the gun and the knife.

 

While there is some clever tech from Sony to track the Move Controllers in bright rooms it only works so far. Our office PSVR is set up near a south facing window. In the mornings and evenings my tracking was fine but closer to lunchtime tracking would fail completely. I blacked out these windows for our PSVR gaming. My advice would be to make your room as dark as possible before attempting any PSVR gaming.

 

The camera is tracking the lights in the Move Controllers. The further away these are from the camera the less light the camera can see and so the worse the tracking becomes. Countering this the closer to the camera you are the smaller the tracked area becomes as you are in the smaller part of the camera's visible frustum. I found I got the best tracking without compromising movement range when I was between 3 and 5 ft (1-1.5m) from the camera

 

To help get you in the best position for the camera to see the Move Controllers I showed the Sony head positioning dialog when Lethal VR starts. With all the rest of your set up as perfect as possible positioning yourself so that your head is in the middle of the box should get your playing position as good as possible for the Move Controllers to be tracked.

 

Next here is exactly how knife throwing is implemented in Lethal VR. Direction of the throw is taken from the direction the PSVR headset is facing. The speed (and hence distance) of the throw is taken from the magnitude of the angular velocity along the right vector of the controller at the point the Move Controller trigger is released. The direction vector is multiplied by the calculated speed to get the velocity for the throw.

 

In simple terms to get the most accurate throw:

 

The knife will go exactly where you are looking so look at what you want to hit (and where you want to hit it) and stay looking there while you perform the throw

Flicking your wrist rather than moving your arm will get you the strongest throw

In summary look where you want to throw, hold the controller at chest height and in front of the chest so its location is tracked as accurately as possible, flick your wrist towards the target and release the Move Controller trigger. Hopefully you will be hitting Double Bulleyes in no time.

 

Why not have a common sense implementation of taking the velocity from the Move Controller itself? We tried incredibly hard to have throwing implemented this way but it was simply never going to work. Here is why.

 

Performing a throwing action with the Move Controller moves it very fast and close to the headset or even behind it. This proves very challenging for the PSVR motion tracking. In our extensive testing this was because the light from the Move Controller would either get obscured or interfered with by the headset. The position tracking also became significantly less accurate when the controller was moved quickly. The end result of having an action like this is that the position reported to game software of the Move controller is either wrong (in the case that tracking is lost) or less accurate in the case that tracking is working. Not being able to know where the knife was being thrown from accurately enough made it very difficult to have a precise knife throw to hit targets. The consequence of this is that a smaller action proved much better to track.

 

Compounding not being able to get throwing position accurately with a true throw action was an inability to accurately get direction for the throw. The Move Controller contains a gyroscope which is used to calculate both velocity and angular velocity of the controller. Ideally we would use the velocity reported from the controller (how fast it moves through the air and in which direction) for the throw (together with an accurate position). Again we tried very hard and for many days and with support from the Sony tech team to make this work. Ultimately it proved impossible. Depending on how accurate your set up is you may be able to reproduce an experiment I did to show why. The result is more obvious with a gun so go to a hand gun level. Hold the hand gun in front of you and note which direction it is facing as accurately as you can. Now perform a lot of quick throwing actions (5-10) and at the end leave your hand as close to where you started as possible. Hold your hand steady at look at which way the gun is now facing. In the worst cases I saw over 45 degrees difference in rotation of the gun to where it was when I started. On average the gun had rotated position just a few degrees. Now a few degrees in direction is extremely minor and when aiming a gun you naturally correct for this when looking at the target. With a knife however you don't stop to look at the angle the knife is facing as it is moving fast at the point of release. A few degrees of directional inaccuracy also quickly turns into a few metres of inaccuracy as the knife moves through the air. It was therefore never possible to get a perfectly accurate direction with a fast moving throw action. 

 

The combination of these two problems left us we no way to get accurate throw position nor accurate enough direction from any action that was "common sense". We still wanted to include throwing weapons in the PSVR incarnation of Lethal VR and we still wanted to maintain an action as close as possible to a throw as we could. We knew that we could only get throw position reliably if the controller was not moved to far (to avoid it being obstructed by the headset) or too quickly. As a result we settled on a wrist flick action as being the best way to get a throw like gesture that would not move the controller enough to cause too large an inaccuracy in position. Despite weeks of trying there was no solution to getting a reliable enough direction for the throw from the Move Controller. The directional tracking of the headset, however, was always excellent. As a result we made the decision to take the direction of the throw from where the player was looking. This did compromise the feel as it was no longer possible to do cool things like throw the knife sideways or behind you but it did allow for incredible accuracy which was simply not possible otherwise.

 

I hope that you find my tips on PSVR set up helpful and that the knife throwing tips help you enjoy playing Lethal VR as much as we do.

 

 

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4 hours ago, Pug said:

Got a bit motion sick playing Battlezone. :(

 

Must be the all direction movement, I'm fine on Driveclub.

I too get ZERO on Driveclub. I find funny things happen in VR when you really do forget your in VR and do sideways movement. that could be looking to the left and walking forward for example.

 

Anyway. My Move controllers just got dispatched from Amazon!

I should have them before the year is out so I guess I should purchase a few move games...

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31 minutes ago, Harrisown said:

I too get ZERO on Driveclub. I find funny things happen in VR when you really do forget your in VR and do sideways movement. that could be looking to the left and walking forward for example.

 

Anyway. My Move controllers just got dispatched from Amazon!

I should have them before the year is out so I guess I should purchase a few move games...

when did you order them?

 

 

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Ocean Descent desperately needs a mode for demoing VR to people where it gets to the shark attack quicker and skips all the boring talking bits. 

 

If London Studio could get that out in time

for the million demos of this I'm going to have to do tomorrow, that'd be amazing. 

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