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SvennoJ said:
Did you get to compare the VR headset screen with the social screen on tv?
Does it show part of the screen on tv (smaller fov) or is it the same picture?

Are there any limitations to the rotational head tracking or can you look all around, upside down, full cart wheels :)
Same for lateral movement, forward backward up down sideways, any space limits? (I guess you need to stay in clear view of the camera)

How does it handle sticking your head through a virtual wall? Clip right through, wall fades out, or keeps the viewpoint inside? I guess it depends on the game, yet does it have any 'safeguards' for objects getting to close. (From memory that hurt my eyes in stereographic 3D when objects hover an inch in front of my eyes)

Yes, and the social screen shots exactly what is on the headset. 

 

Not that I could tell. 

 

The demos are fairly static as far as position is concerned, so I can't say yes or no to this. 

 

None of the demos dealt with this, so I wouldn't be able to answer. 



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