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SvennoJ said:
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.

I can't say much about psvr. I know that the tech is kinda, well, let's say vive and rift can do way more like precise tracking and letting you walk around in a defined space or circle. You always see the boundaries, so you can't walk into objects if you have set it up correctly.


Valve even offers a tutorial for people trying it out for the first time:


When I intoduce new people to VR, I take the very slow way of them getting adjusted to it. Let them play with the physics and getting a clue about the controls. Not necessarly letting them play a game where locomotion is being used. It was pretty hilarious when I let my mom try it out. I put her on some kind of mountain and this was just too real for her. So she went on screaming >.<

Getting back to the psvr, I hope that Sony supports it with their next gen console.  They could do way more with it, but it depends if their customers are also willing to go further.

When I looked for a VR headset, I wanted to get the best one available around with the best support. Really good tracking is a must for me. So, since I don't like Facebook, I went with HTC Vive. After trying it out for some time, I went for the Pro to get the higher resolution. But the higher res comes with a way higher cost of resources, so here I am hoping for the next gen GPU's.

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