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Peh said:
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.

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.