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PSVR2 - out now!


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2 hours ago, BarryL85 said:

Not sure if Foveated rendering isn’t working for me in GT7 but it’s literally only directly in front and centre of the car out the windcreen that is clear. The interior and tacho is fuzzy. Anyone else?

 

The other issue I have is the way the game handles the banking in banked corners. Why is the screen tilting? If you are in a car your dashboard doesn’t tilt in front of you on a banked turn. This is vomit inducing for me.

 

Also when adjusting the IPD in the setting not only with the wheel. Is this squint/tilted for anyone else? Inside the headset it’s as if I have my head tilted to the side.

 

A tip I've seen is to adjust the IPD dial while looking at a rounded letter in some text (like an 'a', for example), as the calibration process passes you with more than one measurement, and therefore you might not be at the best such setting even after completing the calibration. I'm trying to get an opinion on which specific text in the headset (either in a setup screen or in a game) is a good example of displaying at the highest resolution. This could then be used for reference purposes - the crispest text result you can get after finding the sweet spot when adjusting the headset and moving the IPD dial would then be the optimum view. I'll report back if I hear anything.

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I got really bad eye strain after playing more of Horizon and a tiny bit of NMS, so am taking a break. I wonder if I just hadn't got the sweet spot right, though everything looked fine.

 

Playing more of Horizon has me warming to it, especially with snap turning. Combat with the Glinthawks was pretty good in fairness, and now that I've got used to the bow I'm really liking it (still prefer Skyrim's though). 

 

I didn't play anywhere near enough of NMS to judge, but it didn't look any different to how I remember it on PCVR to be honest, it was quite a soft image. 

 

I'm off tomorrow so will set up my wheel and give GT a good run. 

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2 minutes ago, Flub said:

The headset is capable of some really strong haptics. I hope games start using it a lot.

 

I assume the few exclusives are right? Not seen many people mention it.

 

Its an area that suggests Sony are interested in pushing VR forwards but needs them to continue to invest to get third parties porting to it to support it and ship enough of their own software to show it off.

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Song in the Smoke is pretty amazing! Just tried the demo so far but really impressed with it and will likely buy.

 

Not sure if it’s me or the game but despite having joystick locomotion I had no sickness at all whereas on the PSVR1 and Quest 2 I’d regularly become a sweaty, queasy mess after 15/ 20 mins of similar play.

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I just played the Call of the Mountain demo and fuck me is the climbing terrifying. I had to nope out as my knees went to jelly. 
 

It’s absolutely stunning and the intro reminded me of the Jurassic Park ride at Universal. Once I’ve played through some other stuff I’ll pick it up for sure. 
 

I’m having a whale of a time with What the Bat. It’s just so dumb. Not quite as hilarious as What the Golf, but still making me chuckle a fair bit. 

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10 minutes ago, Kryptonian said:

Has yours arrived @Monkeyspill?

Yeah, it came last night just after 6. I had to go to the DPD pick up point to collect it. The bloke in the shop was surprised that he had to check my ID. He asked “what’s in there? Is it full of gold?!” then he tried to sell me some samosas.

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1 hour ago, makkuwata said:

Switching headset feedback in GT7 to collisions and impacts rather than the default of collisions only, then hitting the dirt tracks. This is where I live now.


I didn’t think GT7 had headset feedback! 

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26 minutes ago, Monkeyspill said:

Yeah, it came last night just after 6. I had to go to the DPD pick up point to collect it. The bloke in the shop was surprised that he had to check my ID. He asked “what’s in there? Is it full of gold?!” then he tried to sell me some samosas.

 

Aah, I'm glad you got it. I just read the last 25 pages of this thread and saw that @Spleen updated after his non-delivery but was worried when you hadn't.

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1 hour ago, Strafe said:


I didn’t think GT7 had headset feedback! 


I don’t know if I fully understand the difference between a collision and an impact, I just know I saw an option for MOAR and went for it.

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Worked out what the problem was with the right controller in Village. If you move out of the straight horizontal right to left line when turning, it can stutter (which when you can't see the stick is a little unforgiving but it seems to be what's going on). Played the building/ puzzle game and found it really relaxing and way more absorbing than you'd probably expect - well worth a download.

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56 minutes ago, Stanley said:

OMG Rez, wow. I wish I’d started with that one now. Standing up playing is amazing with the haptic feedback, felt myself foot tapping to begin with and by the level one boss I was full on raving. Hope the missus didn’t come into the lounge during that 😬

 

Did the Resi intro, the bit after the VR tutorial. Getting a bit more used to the movement now, whoever said do walking motions that is great advice, really helps.

 

I played the intro the other day in flat screen (couldn’t resist a little peak) and thought it was intense, but this. My oh my oh my. The sense of being there is genuinely shocking, being able to look around at everything. Totally mesmerised by the smallest things, the steam coming off a hot plate of food, the clothing materials, the lighting is astonishing, the HDR way more intense than I imagined and the dark areas are inky black. 
 

Some actual catch my breath moments during that section, so I stopped, enough for one evening. The feeling is visceral it’s that exciting. 
 

This  is honestly the greatest thing ever. It’s very expensive especially if you don’t already have a PS5, but I would say you won’t be disappointed with your purchase.

 

RE Village, GT7 and Horizon really feel like a generational leap to me, especially Village, I have never experienced anything quite like it. 


This was literally me playing RE7 on psvr1 back when it came out - i was completely blown away. I would feel so claustrophobic playing it and would break out into sweats. The fact that I am getting similar vibes from Village now too speaks volumes. 

If anything it may even be more tense than 7 - I haven't got far, but the bit where you have to creep through the tall grass to get to Luiza's house was bloody terrifying! The level of detail on the characters when you stand up close to them is just... wow. 

Actually - Capcom, as well as RE8 and RE4 remake, can you please do an enhanced ps5/psvr2 version of RE7? That would be fantastic thanks guys! 😆

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1 hour ago, Eighthours said:

Thumper is low-key the best use of haptics in this thing. Wowsers. Whack up the volume from its hilariously low level of 3 and it’s room-shaking. Er, inside the headset. A full-on audio assault.

I've just done levels 4 and 5. It's so good, how it doesn't make me feel sick at that speed I don't know, but it's a perfect VR game. Haven't messed with the volume on the headset yet, but will try crank it up from default next time I play. It's such an "in the zone" game and when the tougher sections click it's crazy satisfying. I do wish the was slightly more musicality to the soundtrack though, sometimes it's hard to recognise the beat you're meant to be following. 

 

Loaded up Rez Infinite earlier and as good a game as its always been, I wasn't blown away seeing it in VR, or by the eye targetting tbh - then again, something wasn't right as Area X just gave me a black screen in the headset; I could hear the game, and noises when I pressed buttons, same again on restarting it. 

 

 

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6 hours ago, Steven said:

Worked out what the problem was with the right controller in Village. If you move out of the straight horizontal right to left line when turning, it can stutter (which when you can't see the stick is a little unforgiving but it seems to be what's going on). Played the building/ puzzle game and found it really relaxing and way more absorbing than you'd probably expect - well worth a download.

There’s a setting which allows you to turn advanced tracking on or off, it’s off by default so I don’t know if you compromise anything by turning it on, but it says to use it if you’re finding the controllers playing up. 
 

BTW how do you turn on eye tracking in Rez? I’m playing it at the moment using pointer controls and a quick look in the settings didn’t make it obvious to me. 

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Haptic this, haptic that — feel it in your fingers, feel it in your nose — strikes me as gilding the lily. The majority of current VR users seem to favour that approach (their engagement serving as evidence), but who knows how many ‘simple’ VR fans are out there.

 

Why does it matter? Well, it matters to me because headsets could be a lot smaller and lighter if designed for seated 180 with standard controllers. And that's all I want — full-fat games with the added immersion of inworld freelook. Stuff like a multiplayer version of this:

 

ESPN.png

 

The Bigscreen Beyond's close and yet so far, with a headband that looks to cut into your ears, unadjustable IPD, and a wire still (that they hide in their ads, so they're clearly aware). Mine's the least annoying application for a wire, I know, but I'm waiting for a headset I can have lying around like a pair of 3D glasses.

 

Maybe there's overlap, or maybe that's a whole separate market?

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