This is not $60 game, we are talking about $400 hardware here. I tried PSVR two times in controlled environment so I guess I will see how it is in about a week.
It really, really sounds like it depends on the game. Before they even started the demo Jeff said Superhypercube was one of the better titles because it played down the tracking issues.Goddamn Rez looks good.
Glad that the tracking issues are mitigated during actual gameplay
It was worse without the lights.
They turned the lights off and it got worse
Rez Infinite looks fantastic, despite the issues.
Read some other reviews. There are tracking issues in general, but none of the other reviewers have mentioned anything like this.
Did they change the position of the camera? I'm not trying to make excuses, i cancelled my pre order 3 weeks ago but these issues are not widespread.
This pervasive, low-level controller shudder exists in every PSVR game Ive played. Ive tested the layout of my living room, checked the lighting and made sure everything is clear, all to no avail. A few other people Ive spoken with who have used a PSVR, including my colleague Stephen Totilo, have described a similar experience. Its possible we have all failed to properly optimize some setting or other, but unlikely.
Weird that this issue would be here a week before launch but not at E3. Probably a firmware/setup thing.
The tracking in a game is going to be more important than in a selection menu and there will be more work into it
I'm hoping they woudl have had a quick test prior to the stream. if its fucked there is basically no point demoing the games as they'll all be tainted.
Kotaku experienced similar issues
Kotaku experienced similar issues
Weird that this issue would be here a week before launch but not at E3. Probably a firmware/setup thing.
That's not widespread.
That's not widespread.
Oh boy. I guess we'll see how widespread these tracking issues are. Would be kind of a gamebreaker.
Yeah, that's always been my biggest worry with this thing. Shoehorning old tech that wasn't specifically designed for VR. The Move controllers too. Hope firmware updates help and they introduce an interface solution that was created for the format sooner rather than later.Ugh...basing this around PS Move was such a bad idea. How old is that tech, 7 years old?
These dudes are taking these knife stabs pretty well
That's not widespread.
Tracking on a budget - PSVR's weakest link
Not included in the box is the PlayStation Camera, essential in tracking movement via PSVR's various light. In order to keep costs down, PSVR re-uses a couple of pieces of existing Sony technology - and there's the feeling that they are the weaker links in the chain. The camera is fine for desktop use, but its field of view appears somewhat limited in the living room, while the old camera design's lack of an appreciable base or stand can see the device veering off in odd directions based on the slightest movement of its cable. The revised design is the one to get if you need to buy the camera.
Secondly, PlayStation Move is the 3D controller of choice for PSVR. It's a design years ahead of its time, but it is beginning to show its age in terms of tracking quality - there's a degree of jitter here that feels a little unnatural, and there are occlusion problems too. Face away from the camera with the controllers in front of you and Move's bulbous RGB lights can't be tracked. Gyro sensor data is used to fill in the gaps, but it's often woefully inaccurate. I also found that the Moves often moved out of view to the left and right, further emphasising the somewhat restricted FOV from the PlayStation Camera. You quickly adjust, but every time tracking is lost, the immersive feeling is compromised and it can be an issue.
it looks like it might be a hardware problem and not a software problem. not good.
sounds like you really need a ps4pro for the vr uh
Yeah, Dan is really bummed out. I was never considering to buy VR, but fuck this.
Reads like a warhammer orc wrote thatHad to save this one
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