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PSVR2 - out now!


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If GT7 turns out to be the most popular PSVR2 game by far, I'm hoping that might influence the future direction of headset design, where they might forgo tracking features to minimise size and weight, having only to focus on head movement. A dedicated seated headset for gaming, which we don't have and there's no sight of.

 

There's zero appeal in VR tracking my body and arms right now, not to say I'll always feel this way. I think it requires a ton of resources that leave us with Wii-level experiences (on the input side), in heavy lids that detract from the pleasure of driving/mech/sub/whatever games that some of us feel are the most rewarding.

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I think you’re talking shite again. Tracking isn’t responsible for size and weight, it’s been a couple of MEMS sensors smaller than a penny since the Wiimote era 18 years ago, and you’d still need that for the head tracking anyway.

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2 hours ago, Stanley said:

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. 

 

Thanks for that - as for Rez, use VR control style 4.

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8 minutes ago, Escape said:

If GT7 turns out to be the most popular PSVR2 game by far, I'm hoping that might influence the future direction of headset design, where they might forgo tracking features to minimise size and weight, having only to focus on head movement. A dedicated seated headset for gaming, which we don't have and there's no sight of.

 

There's zero appeal in VR tracking my body and arms right now, not to say I'll always feel this way. I think it requires a ton of resources that leave us with Wii-level experiences (on the input side), in heavy lids that detract from the pleasure of driving/mech/sub/whatever games that some of us feel are the most rewarding.

This is beyond Wii level experiences, I mean your mileage may vary as they say but :blink:

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Yeah, maybe I just haven't seen enough games, but more than a few feature drumming as an example. I can't remember who, but someone here mentioned a jarring lack of physicality when you hit a ball in tennis or similar, which is mostly what brings the Wii to mind for me.

 

Likewise, if anything's a bit more complex like firing a bow, people have said there's a visible amount of assistance. Happy for everyone who enjoys that, but PSVR2 seems no closer to overcoming that sense of compromise.

 

13 minutes ago, RubberJohnny said:

I think you’re talking shite again. Tracking isn’t responsible for size and weight, it’s been a couple of MEMS sensors smaller than a penny since the Wiimote era 18 years ago, and you’d still need that for the head tracking anyway.

 

I was using additional tracking (beyond just our heads) as an example of marketing approach, as in they're throwing everything at the wall IMO. I don't know how much weight they could save if focused on seated gaming, but that's definitely the direction I'm interested in someone going.

 

I might be in the minority, and I guess we'll find out eventually when VR hardware diversifies a bit more.

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15 hours ago, Rumspringa said:

Anyone here tried Light Brigade? Steam reviews say it's good.

 

 


I watched a few YT reviews of this and picked it up.  Pretty nice so far with a cool art style though I’m really struggling at the moment to adapt to the new controllers with movement and aiming and gestures for reloads etc  but that’s not the game’s fault, just acclimatising. I was the same in the Village demo. 

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28 minutes ago, Escape said:

If GT7 turns out to be the most popular PSVR2 game by far, I'm hoping that might influence the future direction of headset design, where they might forgo tracking features to minimise size and weight, having only to focus on head movement. A dedicated seated headset for gaming, which we don't have and there's no sight of.

 

There's zero appeal in VR tracking my body and arms right now, not to say I'll always feel this way. I think it requires a ton of resources that leave us with Wii-level experiences (on the input side), in heavy lids that detract from the pleasure of driving/mech/sub/whatever games that some of us feel are the most rewarding.


we moved well beyond Wii level experiences as soon as oculus touch came out. Eleven Table Tennis is like playing table tennis.

(arguably the vive, but wands).

 

(I strongly suspect you’ve not used any modern VR, or if you have not since PSVR)

 

I suspect the PSVR2 headset is about as light as it gets. To work you need to:

- block all external light

- have sufficiently large/dense screens 

- have lens that can move to deal with ipd and provide sufficient focus on sufficient of those screens

- cooling, because screens are running hot and so is your face

- balance

 

if you’re waiting for something else it’ll take a complete technology shift or a compromise on “block all external light”. No one is going to be waxing lyrical about GT7 played on a HoloLens.

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32 minutes ago, Escape said:

Yeah, maybe I just haven't seen enough games, but more than a few feature drumming as an example. I can't remember who, but someone here mentioned a jarring lack of physicality when you hit a ball in tennis or similar, which is mostly what brings the Wii to mind for me.

 

 


This is exactly what the haptics that you wanted removed would do.  A jolt in your fingers when you hit the ball would accomplish that very well.

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Removed because I think they're a poor substitute. I've had my DualSense ones disabled since my first day with a PS5.

 

I see PSVR2 as a kitchen-sink approach to hardware design, where if all a user does is play driving games they don't need most of it.

 

31 minutes ago, footle said:

I suspect the PSVR2 headset is about as light as it gets.

 

560g versus the Beyond's 127. Different markets, right?

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28 minutes ago, Darwock said:


This is exactly what the haptics that you wanted removed would do.  A jolt in your fingers when you hit the ball would accomplish that very well.

 

It RE8, you get the trigger and controller haptics, but if you brace the gun with both hands, you get the haptics in both hands BUT if you aiming down sights, and you head is close to the gun, you get haptics in the helmet as the recoil, blastback.

 

It's superb.

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8 hours ago, FozZ said:

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.

 

Just to say, the volume adjustment I was referring to is the in-game one in Thumper, not the one for the headset itself which I already had at one below the maximum. In Thumper, the default volume is set very low on the scale it goes to, probably because of the full-on audio assault I mentioned earlier! It's the combination of the evil soundtrack plus the headset/controller haptics, it feels so damn good. An all-encompassing experience.

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44 minutes ago, Escape said:

Removed because I think they're a poor substitute. I've had my DualSense ones disabled since my first day with a PS5.

 

I see PSVR2 as a kitchen-sink approach to hardware design, where if all a user does is play driving games they don't need most of it.

 

 

560g versus the Beyond's 127. Different markets, right?

 

One of them doesn't exist yet, includes no tracking, has a significantly smaller stated FoV and tops out at 90Hz. It doesn't state any HDR support. You're having to put SteamVR tracking devices on your walls.

 

And even if it does you're buying it as a purely personal device^ that you can't share with others or wear with glasses because of the way the mounting works.

(Oh, and it's also wired).

 

^ Unless you're planning months in advance and order additional custom mountings.

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56 minutes ago, Escape said:

Removed because I think they're a poor substitute. I've had my DualSense ones disabled since my first day with a PS5.

 

I see PSVR2 as a kitchen-sink approach to hardware design, where if all a user does is play driving games they don't need most of it.

 

 

560g versus the Beyond's 127. Different markets, right?

The kitchen sink approach is actually what has become the standard for VR now. If it didn’t launch with all those features it would be lacking and developers might not be able to port their games to it. 

 

What you are asking for is some years away from being a PlayStation product, or anywhere else for that matter. 

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Anyone else having issues with GT7? It seems a bit underwhelming to me, to the extent that I'm wondering if I have something set up incorrectly.

 

When it spawns me in cockpit view it's always too close and low to the steering wheel. I can turn my head back and see the shoulder of the driver/avatar located behind me, almost as if I'm sitting on someone's lap. And that someone seems to be a tiny emaciated child, judging by the stick-like legs that jut out into the footwell. 

 

Also I'm seeing a lot of ghosting on fast moving objects. If I overtake a car and turn my head to look at it as it goes past, there's almost a double image of the car. Same with buildings near to the track if I look 90 degrees left or right, or just look at cars go past in VR Replay mode*.

 

Anyone else seeing similar? I can't find any settings to change seating position, and I've reset the view by holding down the options button. Everything else looks great, although so far I've only really tried Tetris, KayakVR and Galaxy's Edge.

 

 

*VR Replay mode is quite something. You're just teleported in a standing position to various points on the track as cars go past. Which doesn't sound great, but looks quite convincing (apart from the aforementioned ghosting cars), especially if you're standing in the wrong spot and have a car drive into you at 70mph.... 

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9 minutes ago, Seamonster said:

When it spawns me in cockpit view it's always too close and low to the steering wheel. I can turn my head back and see the shoulder of the driver/avatar located behind me, almost as if I'm sitting on someone's lap. And that someone seems to be a tiny emaciated child, judging by the stick-like legs that jut out into the footwell. 

 

If you feel too low down, duck slightly and then hold the Options button. That will raise you up higher in the car. I hope they add some kind of height adjustment in the options later.

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@Seamonsterdoes the PS know you’re sat down?  Does it request you set a temporary playing area when you boot GT7 or anything?  If you’re in GT7 and the position is wrong it may be worth going into the OS menu and recalibrating your play space and the hopping back into the game?

 

Havent noticed the ghosting in GT7. Saw a bit in Star Wars demo like. 

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12 minutes ago, Seamonster said:

Anyone else having issues with GT7? It seems a bit underwhelming to me, to the extent that I'm wondering if I have something set up incorrectly.

 

When it spawns me in cockpit view it's always too close and low to the steering wheel. I can turn my head back and see the shoulder of the driver/avatar located behind me, almost as if I'm sitting on someone's lap. And that someone seems to be a tiny emaciated child, judging by the stick-like legs that jut out into the footwell. 

 

I'm definitely too close to the steering wheel, in a seated play area, and haven't had much luck moving it. I actually felt like I was too high in most cars but that might just be that they're mostly for short racing drivers.

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Finally!

This was 11:30pm last night but the time I opened it all after returning from a @revlob boardgame night. 

Tried kayak (amazing), Where's the Bat (what) and Rez (why no eye tracking?). 

Will try GT7, Norman, RE8 etc tonight. 

 

 

IMG20230223234923.jpg

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1 minute ago, footle said:

Rez: need options - change control type to Type 4

 

Cheers. I'm sure I could only cycle through types 1 and 2. 

I didn't try it for long though, it was late. 

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38 minutes ago, Seamonster said:

Anyone else having issues with GT7? It seems a bit underwhelming to me, to the extent that I'm wondering if I have something set up incorrectly.

 

When it spawns me in cockpit view it's always too close and low to the steering wheel. I can turn my head back and see the shoulder of the driver/avatar located behind me, almost as if I'm sitting on someone's lap. And that someone seems to be a tiny emaciated child, judging by the stick-like legs that jut out into the footwell. 

 

Also I'm seeing a lot of ghosting on fast moving objects. If I overtake a car and turn my head to look at it as it goes past, there's almost a double image of the car. Same with buildings near to the track if I look 90 degrees left or right, or just look at cars go past in VR Replay mode*.

 

Anyone else seeing similar? I can't find any settings to change seating position, and I've reset the view by holding down the options button. Everything else looks great, although so far I've only really tried Tetris, KayakVR and Galaxy's Edge.

 

 

*VR Replay mode is quite something. You're just teleported in a standing position to various points on the track as cars go past. Which doesn't sound great, but looks quite convincing (apart from the aforementioned ghosting cars), especially if you're standing in the wrong spot and have a car drive into you at 70mph.... 

if you feel you are sitting too close to the wheel or too low. Then sit further forward and lower down and then press and hold the option button and then return to you original position .  Think of your body as position as the seat adjustment. 

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1 minute ago, AI said:

Playing RE8 and the right stick to do angle turns isn't working some of the time. Anyone else had this issue?

 

I've had a similar issue with smooth turning on the right stick, which seems to hitch. I found that last night, if I'm not going R-L, L-R in a fairly precise line, going on a slight diagonal down, for example, it stops and I have to push again. Seems a bit daft as the only function is to turn/rotate left or right, so it shouldn't really do this and didn't do so on RE4 on Quest.

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@AI @Steven pretty sure there were reports of what you’re describing as being an issue. Someone posted an article yesterday about it iirc. Meant to be software related (so hopefully patchable).

 

edit: actually it seems the article I was thinking of was more related to the buttons not responding. 
 

https://www.eurogamer.net/playstation-vr2-users-report-controller-issues

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Similar issue on RE8 - only on the main menu as I havent tried it properly yet but selecting the options with the left stick was not working as it should at all. 

 

Has anyone any experience of sharing the headset around if you have a few people round? As this seems to have such a sweet spot is it going to be a case of setting it up for each individual user each time?  Perhaps I need to create some guest accounts on my PS5 to save settings? 

 

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