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SvennoJ said:
Light weight headsets aren't the problem, yet we aren't there yet. You will need some sort of helmet to close over the eyes as external light bleed will ruin the immersion, plus it needs to cover the 150 degree fov of your eyes.

The problem isn't wearing the headset, it's not being able to see anything around you anymore. There needs to be some smart blending so you can still see your hands and the controller when needed by tracking them very well and rendering your arms in game. Also there needs to be options to render outlines of your furniture, room, people coming in as desired.

I'm not bothered about space requirements, I prefer to play sitting down anyway. Games will need to take into account that players can be sitting on a couch and not require you to stick your hands through the armrest to reach things.

What PSVR 2.0 needs most:
- Better tracking of the motion controllers
- Better tracking of the headset
- Better tracking of the player and his RL surroundings (currently there is none)
- Improved resolution
- Improved fov

The biggest issue I have while letting others play with psvr is that they often have no way to find the right buttons when prompted on screen. Press the big button on top, the trigger at the bottom, and find the tiny x or o. Oh you have your hands the wrong way around... You're facing the wrong way, reset, it's that button on the side, etc etc. It can use some Wii like accessibility!

Not sure if you know this already. Having the vive pro at home. You don't see anything of your environment while wearing the helmet. No light is coming in. You controllers are tracked very precisley all the time. It's like seeing the real controller infront of you. So you know where they always are. Steam Home VR is a good starting point to test and get adjust to the VR environment.



Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | RTX 3090 FE| Crappy Monitor| HTC Vive Pro :3