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

Did they try turning off those big spot lights on their walls? Their mood lighting looks like a damn DS4.

Might not be the issue, but I wouldn't be surprised if the camera sees that giant blue light in back of him.

The blue is to his left, same way he keeps drifting to.

Brad tried it at his home and still had issues.
 

Lan_97

Member
Hearing about drift is disheartening. Drift and jitter was also an issue I had with PS3 Move in games that had 3d positioning (Tumble) or aiming (Killzone). AR stuff with Move, however, was very accurate and precise.
 

WoolyNinja

Member
Even though they've had issues they seem pretty positive actually. They're liking the tech, and seemed legit bummed its not working quite right all the time.

This stream is actually making me more excited to get mine
 
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Yup, bet it looks amazing in VR.
 

tuxfool

Banned
Did they try turning off those big spot lights on their walls? Their mood lighting looks like a damn DS4.

Might not be the issue, but I wouldn't be surprised if the camera sees that giant blue light in back of him.

The blue is to his left, same way he keeps drifting to.

Certainly could be a factor. But this is why the better headsets use IR based tracking. Imagine if people have colours in their living room.
 

jett

D-Member
This is exactly what I said. Reprojection just warps an already rendered image to account for the new head position. It doesn't render a new frame.

Hmm I thought the effective experience while playing would be one of 120fps, with some artifacts and such.

Native 120fps (and 90fps) is possible on the headset though.
 

repeater

Member
Dan read a tweet from a guy at Eurogamer mentioning that they had similar issues and they were fixed when Sony replaced their hardware
Hmmm, okay.. Don't know what to make of all this. Hopefully Sony will be as forthcoming in replacing hardware for consumers, at the very least.
 

Soi-Fong

Member
Dan read a tweet from a guy at Eurogamer mentioning that they had similar issues and they were fixed when Sony replaced their hardware

Basically this. I wouldn't be surprised now to hear that there's trouble with the preview hardware that have went out.

The issue now is whether there's gonna be a wider issue with hardware for the launch units. I'm really hoping not.
 

KingSnake

The Birthday Skeleton
Did they try turning off those big spot lights on their walls? Their mood lighting looks like a damn DS4.

Might not be the issue, but I wouldn't be surprised if the camera sees that giant blue light in back of him.

The blue is to his left, same way he keeps drifting to.

They tried it with the lights off earlier. The issues didn't go away.
 

jediyoshi

Member
If anything, if they've already been informed that there's something wrong with the hardware they have, then he should just stop going in. It's not gonna get any better. There is no "fighting" your way into VR. You'll get real sick eventually and that's what's happening here if the hardware really is faulty.

Nothing resembling this happened or was alluded to by them. Also again, the point isn't that bad VR obviously causes sickness, it's literally just that Jeff's relative propensity to withstanding bad VR in cases not limited to bad hardware is traditionally solid.
 
Did they try turning off those big spot lights on their walls? Their mood lighting looks like a damn DS4.

Might not be the issue, but I wouldn't be surprised if the camera sees that giant blue light in back of him.

The blue is to his left, same way he keeps drifting to.

I don't think Brad has big blue spotlights on his walls at home but I cannot confirm
 

cheezcake

Member
what kind of hardware fault would cause something like this? poorly-calibrated gyros?

Na the cameras entire point is to re zero the IMU error after a set period of time by doing a more expensive calculation on where the actual headset is by looking at the the image on the camera

The only possible answer to this sort of long term drift is that the pose estimation by the camera has inherent inaccuracy to this degree which would be a tad disappointing, or some sort of software bug/error
 

tuxfool

Banned
Hmm I thought the effective experience while playing would be one of 120fps, with some artifacts and such.

Native 120fps (and 90fps) is possible on the headset though.

No. The 120Hz reprojection is just there because 60Hz headtracking is not a good thing. It is a workaround for console power issues. For things at a distance artifacting is at a minimum, but it gets worse the closer an object is to the foreground.
 

Soi-Fong

Member
Just watching Jim Sterling's review now and also based off his tweet, he's had no hardware issues at least in regards to tracking.
 

styl3s

Member
Basically this. I wouldn't be surprised now to hear that there's trouble with the preview hardware that have went out.

The issue now is whether there's gonna be a wider issue with hardware for the launch units. I'm really hoping not.
But they didn't get preview versions of the headset they got retail versions.
 

cheezcake

Member
Hmm I thought the effective experience while playing would be one of 120fps, with some artifacts and such.

Native 120fps (and 90fps) is possible on the headset though.

Sort of, the game only updates at 60 frames a second but you do get 120 distinct frames on the headset. You get artifacts because your head might move in a way so that you should be able to see something the game hasn't actually rendered yet.
 

Shingro

Member
Okay so, where are we on the headset thing from general populous? the GB guys seem to be having some rough results, but they looked at general response and most of them are fine?

I know we don't have like a percentage analysis, but I'd kinda like to have a general sense of the dice roll I'm maknig if I get in gen 1

I was/am completely prepared for gen 1 of such specific hardware (especially the cheapest version) to be a bit off the rails, but I'd like to know if it's a problem worth saving another 400-500 to get a Vive
 
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