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Forums - Gaming - PlayStation VR Aim (how come no one is talking about this)

Intrinsic said:
konnichiwa said:
Because the vive controllers are so great and they even can act like fingers, make this kind of controllers look bad :s.

And Give with a PC to run it cost what again?

smh.......

If cost is an issue just don't buy any vr at all and stay with a controller. 

but the vive controllers shouldn't be an issue to make for PSVR, yeah more expensive but if you are going to buy periphials for every game on psvr it will not be cheaper.






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konnichiwa said:
Intrinsic said:

And Give with a PC to run it cost what again?

smh.......

If cost is an issue just don't buy any vr at all and stay with a controller. 

but the vive controllers shouldn't be an issue to make for PSVR, yeah more expensive but if you are going to buy periphials for every game on psvr it will not be cheaper.

Wait, Vive cost $800. A PC to run it cost over  $1000. Lets stop acting like cause its VR its all the same thing. And this is a PSvr thread talking about  PSVr peripheral and how its used in a game. Pls lets not derail the thread. Feel free to make a thread comoaring Valve to PSVr Aim if you want. 

A PS4, PSVr and even a peripheral like this will still all cost less than Vive.... and is far more plug and play than Vive will ever dream to be. And i doubt anyone intersted in PSVr is gonna change their mind and get Vive and a PC to go with it. And if you alrwady have a decent enough PC and want to spemd the $800 on vive; thrn good for you.



Intrinsic said:
konnichiwa said:

If cost is an issue just don't buy any vr at all and stay with a controller. 

but the vive controllers shouldn't be an issue to make for PSVR, yeah more expensive but if you are going to buy periphials for every game on psvr it will not be cheaper.

Wait, Vive cost $800. A PC to run it cost over  $1000. Lets stop acting like cause its VR its all the same thing. And this is a PSvr thread talking about  PSVr peripheral and how its used in a game. Pls lets not derail the thread. Feel free to make a thread comoaring Valve to PSVr Aim if you want. 

A PS4, PSVr and even a peripheral like this will still all cost less than Vive.... and is far more plug and play than Vive will ever dream to be. And i doubt anyone intersted in PSVr is gonna change their mind and get Vive and a PC to go with it. And if you alrwady have a decent enough PC and want to spemd the $800 on vive; thrn good for you.

Euhm it says in the thread title 'how come no one is talking about this).  I gave the reason why no one is talking about it.

This is about the quality of the controllers the one in the OP looks like one that you in the worst case scenario can only use for a couple of games.






I can't believe someone hasn't said this yet, so here we go......

"I Aim to buy one of these when it's available."

Sorry......



   

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Normchacho said:
ArnoldRimmer said:
I'm still wondering how this is meant to even work. As far as I know, traditional shooters where the avatar walks around are pretty much incompatible with VR because they make the players sick.

There's actually a really cool article about how to make FPS games work in VR that actually has a prototype of this controller (and Farpoint)  in it.

Edit: Found the article, definitely worth a read.

http://www.wired.com/2015/06/sony-morpheus/

Thanks, I read it completely and it was an interesting read indeed.

I'm still not completely convinced though, as their whole solution to the problem comes down to this:

"Setting the demo on an alien planet allowed them to boost player speed to 6 meters/second—more than three times what people thought could work. The reason is scale. “When you put someone in a hallway,” Luisi says, “they have an understanding of the size of a hallway, ceilings, doorways; if you’re moving that fast you feel like you’re moving that fast.” Keeping the landscape unfamiliar and the distances between objects much greater than they would be in a conventional shooter helps mitigate the effects of your running speed."

While this solution may work for an experimental FPS, it's not a universal solution for FPS in general. I believe most people will prefer to play FPS in an earth-like landscape full of trees and other objects that they are somewhat familiar with.



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Intrinsic said:
.

Then you have completely missed the point. Motion controls before meant you had to hold your hands up, cause the camera was tied to your gun.

now, you don't. The camera is tied to your head and the gun is being tracked independently. You can even have the gun behind ur back and look down and see ur characters hands behind his back. 

This is why I say this is a game changer. And something VR allows to happen. VR is tracking the gun and your head seperately, so you don't have to be constantly holding the gun up in front of you. You can even fire from the hip. 

unless you're intent on shooting your own feet you'll still need to hold the gun up.

also, psvr at least (i'm less faimilur with OR and Vive) the gun still needs to be in front of you to track well.  the camera still needs to see the light ball thing.  the tracking is pretty immessive but there is still a lag and occasionally offsets to deal with.  i can see them in the video embedded between this post and the one i'm quoting.

i'm not being completely dismissive of VR but i don't see it really solving my core complaints with motion controls either.



I'd rather stick to traditional controllers but would like to see shooters adopt the gyro-aiming I've grown to love in Splatoon.



I think it is just to far away still. People will start to get excited about this once we roll up on launch. Farpoint still doesn't have a release date, so that kinda kills any possible excitment.

Now, once we get Battlefield or Call of Duty VR, then this will be one of the hottest subjects on the forums.



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Needs a butt stock to feel like a real rifle. Without a butt stock throw accuracy out of it. I've shot AK pistols and they suck without stocks.



i would only be interested in this if could be used for Light Gun games