Yes, I agree. That is the fundamental problem faced by VR, and (I think) the biggest hurdle remaining.
I've used every major tethered VR headset excluding the Index. I own PSVR and I owned Gear VR. IMO, Gear VR was the overall best experience because of the relatively higher level of immersion possible without a cable. There are much better looking games on the tethered headsets. Many of the games are much better in many other ways as well. But, you simply cannot forget about the cable(s) in most games. You must pay attention to them, otherwise you'll get wrapped up. So, either you're consciously thinking about cables, or you're ignoring them for a minute until you get wrapped up and have to stop playing to untangle. Either way is extremely immersion breaking.
I have not used in Oculus Quest, nor have I used the wireless accessory for Vive. I hear very good things about the latest Quest. My buddy, who has been messing around with VR since the early days of Rift DK2 (that's when I first was exposed as well), and is much more of a VR enthusiast than I am, speaks highly of it. So, I think I may take the plunge this year.
I haven't been doing much with VR lately, because I kind of lost interest after a couple of years when I finally accepted the reality that the necessary levels of immersion just weren't really possible yet in high rez, cutting edge games.
What games are you playing that you have to stop to untangle the cable?
I'm only aware of the cable while playing Beat Saber and there I hang it over my shoulder down my back to avoid stepping on it or getting wrapped in it. For sit down games it's never an issue, just the few you walk around a bit. It would be nicer without a cable but you still need a power source. Wearing a battery on your body or on the headset isn't comfortable either. I'm much more aware of the headset than the cable. Lighter and more comfort first.
Two fundamental problems, transmission rates and power. If the battery only lasts a couple hours, I'll still be playing tethered on a charge cable while having the extra bulk and weight of the battery...
Nr 1 improvement for comfort for me would be adjustable lenses so I don't need to wear my glasses inside the headset. I don't with beat saber since I can see all the shapes fine and it's a lot more comfortable. It's blur on top of low res though, far from ideal.
The one cable claim could very much be for charging purpose and allowing you to play wired when the battery needs said charging through the USB-C port at the front of the PS5.. That would be my hopeful best case scenario. Because, like you, I don’t think the cable that the PSVR headset has gets in the way anywhere near as much as some others claim here. In fact, I think most of those complaining about it are either purposefully exaggerating the issue to try to make their point, or doing it to downplay the PSVR in typical concern trolling fashion.
That being said, a wireless headset would still be preferred for convenience purpose, even if it only has 3 hours battery life in-between charges. When it dies off, you plug it and the experience becomes no more or no less cumbersome as the original PSVR. And I say that because the least cords visible in my entertainment center the better.
In the end, the most important thing for me, aside from the controller which I think they nailed, will be the display quality and its pixel density. It needs to have a high pixel density so the aliasing isn’t as distracting as what is found in the current headset, and so they don’t need to put vaseline on the graphics to compensate.
Last edited by Hynad - on 25 March 2021