This probably sounds incredibly stupid, since there's no proper method to simulate this, but is there some mockup on the internet that at least comes close to show how the supposedly bad resolution and maybe the viewing area roughly looks like?
After reading all the critical voices I expect original Doom like pixelation on every game.
Actually,
per Michael Abrash,
original Quake at 320x200 is better apparent resolution than a 1000x1000 per eye display. That's because by the time you get the display that close to your eye and focus and magnify the pixels, the pixel density is only one seventh that of your 1080p HDTV. Edit: Modern
VR AA techniques seem to combat this somewhat effectively though.
ZThis is the best example of how it looked to me. With the PC picture is how it looked on the TV and the xbox is how the game looked in the headsets.
I would like to try this on a high end PC with the Vive.
It's not really quite that bad if you have it adjusted properly, but it'll be a long, long time before it's "great," as described above. Also, the pixel density is only slightly higher on Rift/Vive, and the sub-pixel density is actually
lower than PSVR.
There is definitely a sweet spot though. When the person puts it on you have them keep adjusting until the font is clear. Initially I couldn't read anything on screen, so I can only imagine what the games would look like had I kept it that way.
This, and it was total news to my rep. ><
The person before me complained the left side looked fuzzy, so maybe they had it set up poorly.
This too, actually. It seems that if they get in a hurry, some cleaning residue can be left on the lenses, which not only causes blurriness, it can really irritate your eyes by the end of a demo, as I can personally attest.
Trying this out in a little while. What demos do you guys suggest for a first timer? Is RIGS available?
My rep told me they pulled RIGS because it made a fair number of people ill, and they wanted to stick with the most comfortable experiences they could. Despite that, she said she did have a fair number of people get ill, including one who got sick in Ocean Decsent, which is entirely passive. Remember too that RIGS is designed specifically to appeal to core shooter fans, and these demos are often being given to folks that don't game at all.
-Peripheral tracking was NO WHERE NEAR as fast as The Vive's lighthouse system. The PS4 controller model lagged behind my real hand movement by at least 30-40ms. No effect on gameplay since it's controller based input, and not 1:1 hand interaction, but causes some disconnect.
Don't judge it based solely on Battlezone, as it's just a (cool) gimmick in that game. The same functionality works better in the VR Worlds lobby, for example. Also, I wouldn't rule out the possibility of tracking problems induced by the setup itself. I sorta got the feeling we were sitting too close to the camera for proper tracking, and indeed, ~90% of our play time here has probably been spent with this icon appearing on the screen.
I have no idea what it is, and neither did my rep. It always appears in that location of the screen — so it moves with you as you turn your head — and it appears with sort of a clank sound, which I'm fairly sure is the same sound that plays when it loses sight of a Move wand. However, the information I suspect this thing provides is missing, and I wasn't able to reliably make it (dis)appear. Anyone else seeing this at their sites? I've not seen it in any of the trade show videos…
The one thing I really noticed was the screen blur. I'm not sure if that was due to the cleaning of the lens, the screen resolution itself, or the fact that the headset was just placed on my face with no time to adjust any optics (does the PSVR have a knob for that?). I didn't adjust anything on the headset other than getting the goggles up against my face - no knob for adjusting lens distances or anything, so maybe it wasn't set quite properly?
Yeah, again,
how the visor is positioned relative to your eyes can make a massive difference in quality, and my rep was completely unaware of this fact. She said the only technical part of their two-day training was how to plug it in, and they spent most of the training explaining how to set up the banners and other branding, and making sure everything looked just so. /sigh
"Yeah, they really weren't looking to hire technical people for this."
"Oh?"
"Well, no, because they wanted people who were friendly and outgoing."
"Ah."