Giant Bomb PSVR stream | It's always Summer in PlayStation VR Nation

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.

Yeah I know?

I'm just saying you have to find the places you can trust. For me, that's pretty much GB, who always call out broken games/hardware when other places ignore it or cover it up.
 
Read some other reviews. There are tracking issues in general, but none of the other reviewers have mentioned anything like this.

Kirk Hamilton's review at Kotaku mentions the constant controller judder and an inability to keep consistent track of your controllers. This issue seems pervasive, not specific to Giant Bomb.
 
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.

Kotaku experienced similar issues

This pervasive, low-level controller shudder exists in every PSVR game I’ve played. I’ve tested the layout of my living room, checked the lighting and made sure everything is clear, all to no avail. A few other people I’ve spoken with who have used a PSVR, including my colleague Stephen Totilo, have described a similar experience. It’s possible we have all failed to properly optimize some setting or other, but unlikely.
 
Man that aliasing is crazy. I can't imagine playing a whole game like that. Might cut your eyes on those edges.
 
The tracking in a game is going to be more important than in a selection menu and there will be more work into it

dude

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.

they've had two units for over a week and have been testing it and say they've had these issues in other environments. I'm not sure what other testing you think would have fixed that.
 
I cancelled my pre-order after I realized that my young son wouldn't be able to use PSVR and he would certainly want to because his daddy was. Easier just not to get it than deny him.

It does seem to be looking that tracking using cameras - Kinect style - is a real bad idea all round. Dodged a bullet it seems - thanks son.
 
I was on the verge of grabbing this on launch day, but this looks so rough... I really hope it's some easy fix with the camera distance.
 
I think the only difference that could affect it is the distance. I think they should at least move the setup a little closer.

And oh god the tracking went wacky.
 
Ugh...basing this around PS Move was such a bad idea. How old is that tech, 7 years old?
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.
 
That's not widespread.

http://www.eurogamer.net/articles/digitalfoundry-2016-sony-playstation-vr-review

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.
 
Had to save this one

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