Peh said:
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. |
It depends on the game in PSVR. A lot render the move controllers as well, yet it's not smart enough to recognize you having them the wrong way around (in the wrong hands) and the move buttons are so tiny while the resolution so low it's hard to see where what button is for new players. I still have problems with the odd layout of the buttons... Same with the DS4 rendered in game it's hard to see for new players what to press. Plus the game prompts to press the T button for example, new comers don't even know which way to hold the move, let alone find the T button. It needs to be more accessible.
Not being able to see the environment or edges of the play space at least is also a problem when letting new players try it out. I constantly have to steer them back to the camera with the out of play area warnings. Vive has a lot bigger play area at least yet inside out tracking would solve this with a wire frame overlay to stop you walking into furniture and walls. I think the Windows MR headsets already do this.
It is funny though, watching someone try Superhot VR holding guns upside down and not being able to shoot, drop or throw a gun.... Wave it around that sticky gun, oh wait don't move, dead. Move needs to be put to pasture. It was great tracking tech for last gen, arguably the best, this gen it's definitely the worst and a millstone around PSVRs neck. It was a nice bonus if you still had it from last gen and were already used to the controllers, yet damn those move controllers are awful in VR for someone who has never touched a move before.