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

Which again was alluded to that they could have faulty hardware per Eurogamer.

Multiple faulty sets?

I think it's far more likely that a camera and move controls are a subpar and unreliable way to do trackign in VR.... soemthign that Valve and Oculus already figured out a long time ago.
 
Which wouldn't explain their home issues, or the green screen issues, or the issues when they turned those lights down.
They would have to re-calibrate every time when making those changes.

When I used PS Move with my PS3, it would stop working properly if the lighting in the environment changed, but would mostly sort itself out after re-calibration.
 
Multiple faulty sets?

It's a possibility. You can only go off what Eurogamer said and places like Gamespot having no issues.

Multiple faulty sets?

I think it's far more likely that a camera and move controls are a subpar and unreliable way to do trackign in VR.... soemthign that Valve and Oculus already figured out a long time ago.

So... Let's just ignore that Gamespot and Eurogamer have had no issues...?
 
Multiple faulty sets?

I think it's far more likely that a camera and move controls are a subpar and unreliable way to do trackign in VR.... soemthign that Valve and Oculus already figured out a long time ago.
Not really, it's working fine on Gamespot's stream, as well as the Kinda Funny stream.

Eurogamer had it tested for 12 hours without much issue as well once the faulty sets were swapped out.
 
Multiple outlets reporting the jitterring issue, insane.

Only 1 reported the same issues GB had as far as I know, and a replacement unit fixed it.

And the jitter Tested mentions is very different than what GB was experiencing, they are talking about some small scale controller jitter vs the gut wrenching head tracking errors.
 
Gamespot just said that the trackng is going flawless for them.

The Gamespot guys seem to be sitting while playing, and in the Tested review the guy said he only had tracking issues while standing, with basically moving outside the (edit_the very small) "safe zone" messes things up, but while sitting its harder to move outside the safe zone, so less to no issues.
 
I thought they mentioned Kotaku had issues in the stream too.

Oh really? I'll read it now.

EDIT:

Ya, Kotaku doesn't seem very happy with it lol. The tracking in that gif doesn't look so great, and comparing the Gamespot tracking to that is night and day. I wonder what's up/if it's the same issue as GB had.
 
Not sure what you are trying to say? Rift has no motion controllers at all packed in. Buying them makes Rift significantly more expensive.

I'm saying it's immaterial. Anyone who has $500 for something like this also has $600. There is no material price advantage, it's just a talking point. This is about the HMD and associated accessories, PSVR isn't "lesser" because the PS4 is weaker, the problems being discussed here are platform agnostic. Touch is expensive for several reasons, none of which would necessarily apply to Sony. Chiefly there is a distinct left and right mold that is reputedly very expensive to manufacture, which is only compounded by Oculus' lack of (manufacturing) experience and infrastructure. It's also shipping with a second somewhat redundant camera to accommodate larger more active experiences than (evidently) Sony are interested in targeting. It's not at all unfathomable Sony could have included a much better camera and updated Moves with improved IMU's and more tracking points for the same $499--certainly $599. Trying to paint what we're getting for $500 as a bargain is more than a little disingenuous.

Did you count in the motions controls for the rift? No you didn't!

Does the rift work on PS4? No it doesn't!

Does the rift work with a $299 PC? No it doesn't!

You need way more than $100 more to get the rift experience!

And you can build a pc that's capable of running the rift for $300...

This is a discussion of the HMD and tracking solution, the PS4 Vs. PC have nothing to do with it. These issues don't exist because the PS4 is "weak", it's related entirely to Sony cheaping out on repurposed technology. The Rift would very likely work fine on the PS4 (if Oculus and Sony supported it), as it will likely work on the Scorpio. Similarly you would have the same problems running PSVR on a $2000 PC. I get your point that on PS4 it's your only option and shitty or not, you have to take it and like, but what I'm saying is PSVR should have been better, not that you should buy a PC.
 
It's obvious that something was wrong with Giantbomb's setup.
If that would be the standard experience, way more tests would have talked about that. And the tracking on their stream was so bad sometimes that you couldn't really use it normally. So that would've been said in other reviews as well if that was the case.

Gamespot stream looks good.
 
I agree wholeheartedly that Oculus and really Vive tracking is better than PSVR's, but to call PSVR's tracking subpar and unusable goes against the very Gamespot stream I'm watching right now.
 
It's a possibility. You can only go off what Eurogamer said and places like Gamespot having no issues.



So... Let's just ignore that Gamespot and Eurogamer have had no issues...?

Not really, it's working fine on Gamespot's stream, as well as the Kinda Funny stream.

Eurogamer had it tested for 12 hours without much issue as well once the faulty sets were swapped out.

Perfectly valid to have some outlets have issues in various different scenerios and others not if the tracking methodology isn't very reliable - or more accurately, it is very sensitive to variable conditions.

I have a feeling when this thing gets into people's hands and the wide variety of living room environments are put to the tes, that we're going to hear a lot of horror stories couple with a lto of: it's just fine's.
 
Perfectly valid to have some outlets have issues in various different scenerios and others not if the tracking methodology isn't very reliable - or more accurately, it is very sensitive to variable conditions.

I have a feeling when this thing gets into people's hands that we're going to hear a lot fo horror stories.

We'll find out during launch next week then.

please build me a pc that can run vr for $300

I'll kiss whoever can do this for me...
 
Gamespot supposedly having none of the same issues as GB with their livestream(haven't watched myself).

Thinking Jeff should walk over and swap units to test what is going on...if indeed Gamespot's headset is giving no one the same problems.
 
Gamespot supposedly having none of the same issues as GB with their livestream(haven't watched myself).

Thinking Jeff should walk over and swap units to test what is going on...if indeed Gamespot's headset is giving no one the same problems.

Which corroborates what Eurogamer stated to GB with there being faulty units.
 
Guys the part where they are playing the ocean descent game, right after the manta rays appear he answers.

Since it is livestreamed it seems I can't post the exact moment, but there you go.

No tracking issues for gamespot. Seems there is a sweetspot for you to be sitting at, and strong lights can fuck up the ps4's camera tracking of the moves and headset.

I'm much relaxed now. Giantbombs issues and the other websites were having exterior interference. PSVR does it's job when in a proper setup it seems.
 
Guys the part where they are playing the ocean descent game, right after the manta rays appear he answers.

Since it is livestreamed it seems I can't post the exact moment, but there you go.

No tracking issues for gamespot. Seems there is a sweetspot for you to be sitting at, and strong lights can fuck up the ps4's camera tracking of the moves and headset.

I'm much relaxed now. Giantbombs issues and the other websites were having exterior interference. PSVR does it's job when in a proper setup it seems.

This is still on Sony though as it's their job to fit as many environmental variables as possible. Of course, some gaffers are saying that PSVR tracking is unusable or subpar which is just BS really.
 
So Gregg Miller praises Arkham VR and will go back to it again!

Yet, the tracking issues made Jeff sick.

Not sure what's going on here!

Could it be....intermittent issues with some hardware?

Not sure why it seems to be such a reach for some people here. A VR headset needs a lot of very precisely crafted parts, and due to the very nature of VR, there is little tolerance for defects. Combine that with mass manufacturing at a low price point, and well...
 
Dan Ryckert ‏@DanRyckert
Just spent six hours watching and playing PSVR games. I don't think any VR headset is worth buying right now, but PSVR seems like the worst.

i spent hours playing all three and i couldn't agree more.
VR will be great one day, maybe we shelf it for another few years and a third wave will be the one, maybe this will be it in a couple of years but so far i'm unimpressed and PSVR is the least good one.

i just can't see Sony or 3rd party supporting this thing with good SW, there will be a niche market like there was/is for Vita i'm sure.
 
This guy on the Gamespot stream has been playing Thumper a bit longer than they did on the GB stream (and he's pretty good at it too) without any sign of drift issues Brad had. I don't really get it. I don't buy that it is a hardware thing at all, those issues were way too similar between both their headsets. It has got to be a software thing.
 
Wow, the mouse moving by itself in Job Simulator. Like, even if the overall "drifting" is possibly due to a faulty headset, it wouldn't explain the system not being able to track the Move-motes properly, right?
 
Guys the part where they are playing the ocean descent game, right after the manta rays appear he answers.

Since it is livestreamed it seems I can't post the exact moment, but there you go.

No tracking issues for gamespot. Seems there is a sweetspot for you to be sitting at, and strong lights can fuck up the ps4's camera tracking of the moves and headset.

I'm much relaxed now. Giantbombs issues and the other websites were having exterior interference. PSVR does it's job when in a proper setup it seems.
Sounds like the Kinect where if you have ideal room conditions you'll have a good experience. How many at home do, though?
 
Guys the part where they are playing the ocean descent game, right after the manta rays appear he answers.

Since it is livestreamed it seems I can't post the exact moment, but there you go.

No tracking issues for gamespot. Seems there is a sweetspot for you to be sitting at, and strong lights can fuck up the ps4's camera tracking of the moves and headset.

I'm much relaxed now. Giantbombs issues and the other websites were having exterior interference. PSVR does it's job when in a proper setup it seems.

We don't know if that's 100% confirmed. For example, it doesn't explain why the first headset for Eurogamer had problems, but the 2nd didn't.

We won't truly now until people get their own headsets on launch day.
 
Could it be....intermittent issues with some hardware?

Not sure why it seems to be such a reach for some people here. A VR headset needs a lot of very precisely crafted parts, and due to the very nature of VR, there is little tolerance for defects. Combine that with mass manufacturing at a low price point, and well...

Your argument works both ways. Out of all 3 manufacturers, Sony has the most experience with hardware engineering so shouldn't we give them the benefit of the doubt..?

Let's not make over-arching conclusions about PSVR based off one stream especially, when one current stream in Gamespot right now is doing completely fine. It looks like they have the same setup as GB too with studio lights and the green screen behind.
 
What I don't get about the "faulty headset" talk in terms of the tracking, is that the headset does next to NOTHING for the tracking... it only emits lights.

The camera and the software are the only elements other than the environment around you that would affect tracking and cause the in/out wobbling that they experienced...

Edit: I suppose there is whatever internal gyro there is inside the headset... but to me there would be side to side wobble, where most of this is front to back wobble... which tells me it is camera having trouble reading exact head position based on the lights.
 
I think there are multiple tracking issues here that are being talked about as one issue. Move's drifting, or slight jittering (shaky hands) seems to be common across most reviews. Most seem to think it's "good enough" though not flawless.

The headset issues have to be either a hardware issue, or some bizarre set-up issue that nobody has pinpointed yet (they tried lights on, lights off, sat far, sat close). The question is if it's a hardware issue, how widespread is it, and if it's a set-up issue how easy is it to replicate? This thing has to work in millions of room configurations with a vast variety of lighting conditions; having to say "You've set it up wrong, close your curtains and pull your couch closer you idiot" to thousands of people would be a bad look. I guess we won't find out til it ships.
 
What I don't get about the "faulty headset" talk in terms of the tracking, is that the headset does next to NOTHING for the tracking... it only emits lights.

The camera and the software are the only elements other than the environment around you that would affect tracking and cause the in/out wobbling that they experienced...

Edit: I suppose there is whatever internal gyro there is inside the headset...

What are you talking about? The headset does a lot for tracking. It has internal IMU's, etc. If that is faulty a lot of issues can and will pop up.
 
TheLegendary said:
Sounds like the Kinect where if you have ideal room conditions you'll have a good experience. How many at home do, though?
They seem to work fine (without any of GBs issues at any rate) in open-plan offices, so I'd suspect most homes are probably better than that.

Though if you're planning on using multiple systems and headsets in one room, avoid crossing cameras viewports - as they can (and will) pick-up other headsets if they cross into view (but this used to happen with Oculus HMDs too - don't remember if retail units ever addressed it or not).
 
Which corroborates what Eurogamer stated to GB with there being faulty units.

Multiple faulty units in this small of a sample size is almost worse than the tracking being sensitive to the environment.

Also I don't know how a faulty unit explains what GB was seeing on both the headset and DS4, unless you mean the camera.
 
I think there are multiple tracking issues here that are being talked about as one issue. Move's drifting, or slight jittering (shaky hands) seems to be common across most reviews. Most seem to think it's "good enough" though not flawless.

The headset issues have to be either a hardware issue, or some bizarre set-up issue that nobody has pinpointed yet (they tried lights on, lights off, sat far, sat close). The question is if it's a hardware issue, how widespread is it, and if it's a set-up issue how easy is it to replicate? This thing has to work in millions of room configurations with a vast variety of lighting conditions; having to say "You've set it up wrong, close your curtains and pull your couch closer you idiot" to thousands of people would be a bad look. I guess we won't find out til it ships.

Yeah, I'm only talking about the headset drift / tracking issue in the GB stream today. I expected the Moves to have drift / jitter issues, there isn't enough data coming from those things to be anywhere near as precise as Vive wands or Touch controllers.

But the headset should have more than enough data to prevent the issues that were on the GB stream today. And both headsets were exhibiting them, whereas I have not seen sign of those issues on this Gamespot stream (they were doing the shark demo earlier which has a very good frame of reference in the cage and I didn't see sign of that constant positional fighting).
 
Guys, remember that no tracking system is flawless.

In my home space for the Vive, I get tracking issues as well when the opposing cameras are set up at just above eye level. The ideal for the Vive is setting up the cameras on the ceiling pointing down, but my basement's ceiling (6 ft) is too low for that.
 
Guys, remember that no tracking system is flawless.

In my home space for the Vive, I get tracking issues as well when the opposing cameras are set up at just above eye level. The ideal for the Vive is setting up the cameras on the ceiling pointing down, but my basement's ceiling (6 ft) is too low for that.

I don't think anyone is expecting flawless, just usable... which if its performance for GB isn't isolated (doesn't seem to be based on other outlets reports as well) there could be some issues come launch day.
 
I don't think anyone is expecting flawless, just usable... which if its performance for GB isn't isolated (doesn't seem to be based on other outlets reports as well) there could be some issues come launch day.

I'm not denying that, but there's some gaffers here who just seem to want to ignore Gamespot's stream right now in that they've had no tracking issues to the severity of GB's.
 
Guys, remember that no tracking system is flawless.

In my home space for the Vive, I get tracking issues as well when the opposing cameras are set up at just above eye level. The ideal for the Vive is setting up the cameras on the ceiling pointing down, but my basement's ceiling (6 ft) is too low for that.

So you're saying PSVR should have multiple cameras or what?

When I block one of my vive basestations with my body, the controllers don't start moving in and out several inches. That is a whole different level of not being flawless.
 
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