I think sony has the best chance to topple Meta in VR, but it probably won't be this generation. They need to streamline 1st person games so that a VR version is easily ported.
Damn, I did that with the Vita. I worked at Best Buy on release, and picked one up. I got home and when I realized I would need a $100 memory card to download software, I returned it the next day.I returned mine after a week as I wasn't satisfied with the games on offer.
While PlayStation will always have a power advantage, by the time we are looking at a next gen PSVR system, we will be expecting, or have, Quest 4. There will be no toppling of Meta, and frankly there doesn't need to be. Sony doesn't have to be the dominate player in a market to be a success. This feels like residual console wars spilling over.I agree that it won't be this gen, but you look at games like RE4 and possibly Ace Combat 8 combined with GT7... these are basically the quintessential experiences you could possibly have with VR.
That these could be enhanced and improved upon with a PSVR3 that is wireless will speak volumes.
Sony can beat Meta by attrition and leveraging major traditional gaming. Meta is always going to have a ceiling.
What ultimately forced my hand was most of the games being digital.Damn, I did that with the Vita. I worked at Best Buy on release, and picked one up. I got home and when I realized I would need a $100 memory card to download software, I returned it the next day.
The real answerIt needs gamepass
Console VR needs to be wireless IMO.
I haven’t even played the PSVR2 games that do exist enough to be tired of them, I just never feel like pulling it out.
I'm on Amazon this morning looking at the PSVR2 and to my surprise, the headset only moved at most 5k units, and at min 2k units over the past month (on Amazon). Taking into account that we just recently "celebrated" black Friday, what should we take away from this info? Numbers like these cannot instill confidence in PlayStation leadership to continue investment, but the flip side is without the investment, the platform will continue to flounder.
Edit: for comparison, Meta moved 160k+ headsets on Amazon over blackfriday
If given the opportunity, what would you implement to give the PSVR2 the shot in the arm it needs? To keep it interesting, try to stick with plausible scenarios. Of course they could pump up the user base by giving it away for free, but that would never happen for obvious reasons.
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that's a good ass point. i'm just a vr hater though. but i guess it is more successful for other companies than I thought.I realize I am comparing it to a product from a saturated market, but Quest 3 alone sold better than Apple Airpods on Amazon during black Friday. I'm a VR enthusiast and even I was surprised at its strong showing. I think the demand is there for the right product. This is just from my point of view of course.
Edit: Meta moved more than 230,000 Quests on Amazon during black friday.
Mod still works, and is freely available (was taken down because he was charging for it) you just have to rollback the game version. Not sure if posting links to mods is frowned upon here or not, so I'll just link to an article about it that still has the Archive dot org links and tells you how to rollback the game versionGet a gaming PC, it's a great idea regardless.
But unfortunately, this mod was taken down by Rockstar. This is why I want the PSVR2 version (badly).
Love it, they all seem doable as wellHello
I've been covering PSVR/PS VR2 for like 5 years now over on lordsofgaming.net. I was the writer who correctly identified the display in 2020. Here is what I would do.
1. Drop the price to $500, include a game.
2. As a make good to current owners, put Firewall Ultra on PS+.
3. Identify SIE employees on the first and third party side to find projects (I don't believe they are doing this today but just my opinion).
4. A new AAA Motorstorm game with full VR support.
5. Twisted Metal gets full VR support.
6. Marathon or Concor get VR support.
7. Identity an external developer (as they did with PSP+PS Vita) to make Killzone and Resistance VR games. I would go trilogy Remake but a new stand-alone would be fine.
8. Make VR part of EVERY State of Play going forward.
9. Live Sports - 1-2 games per year, with the court side view Meta had.
10. Every PS VR player with PS+ gets their own room. You can walk into eachothers rooms, see their trophies physically, and play 1 retro game they have selected from their couch. In your room, you can display the perks you got from that Stars program or whatever that digital collectable is. Along with your favorite games.
11. Roblox
12. Push EA to make F1 and WRC PS VR2, they are only doing PC for some reason. I would fund Madden, NHL VR as well.
13. Astro
14. Metal Gear Solid VR Missions.
1st party conversions just seem like a no brainerFocus on the potential of integrating existing non-VR games into VR platforms, emphasizing how minimal adjustments can significantly enhance the gaming experience:
An effective strategy for leveraging VR technology involves incorporating non-VR games into VR environments without the need for complete redesigns. The premise is simple yet impactful: any existing game can be transformed into a VR game, enhancing its appeal and immersiveness, regardless of its genre. For instance, third-person games, with some minor modifications, can thrive in VR settings.
One of the key advantages of this approach is the utilization of unique control options available in platforms like PSVR. PSVR2, in particular, demonstrates remarkable capabilities with its eye-tracking technology. This feature not only feels intuitive but also introduces new, innovative ways to interact with games, akin to mind control. It's a high-fidelity implementation that enriches the gaming experience.
Moreover, the inclusion of motion controls allows for more natural and physical gameplay, reminiscent of the Wii system. This can be particularly beneficial for players who struggle with traditional controller-based aiming.
Imagine playing a third-person game where your natural head movements control the camera, offering a seamless and intuitive experience. Eye-tracking technology could enable an automatic 'lock-on' system, targeting enemies simply by looking at them. Similarly, weapon aiming could be managed by directing the VR controller, providing a more immersive and responsive experience. This setup also frees up the right analog stick for other functions, opening up a myriad of gameplay possibilities.
Importantly, VR adaptations of third-person games could reduce motion sickness, a common issue with first-person views in VR. This is because the movement of an on-screen character in a third-person perspective tends to be less disorienting for the player's balance and perception.
Despite the potential, there seems to be a lack of adequate support and marketing for such innovations, as evidenced by Sony's handling of PSVR2. This technology presents a cost-effective opportunity for game developers, as evidenced by Capcom's efforts with Resident Evil VR conversions. These adaptations, though challenging due to their shift to a more interactive, first-person VR perspective, have been executed without additional costs to the players, proving the feasibility and appeal of VR conversions.
You will be converted eventually. That is unless you only have one eye or arm, that could be a potential roadblock.that's a good ass point. i'm just a vr hater though. but i guess it is more successful for other companies than I thought.
It's "games only" approach compounds is 'niche'ness (totally a real word). Why not build any social aspects for some of their most enthusiastic users and fans? Even if it's PSVR2 exclusive social experiences, the ability to meet, share, and play with other PSVR2 users would do nothing but increase engagement.1 year on and they haven't announced a single game for it beyond the pre-launch info dump (i.e. Horizon, Resident Evil's, GT), all of which are now released. While PS5 itself has no problem moving units on Jim Ryan patented radio silence, it's the death knell for VR as it's way too niche, which is compounded by Sony's reputation for abandoning "second pillar" platforms and and peripherals. Having moved all their B-Teams and support studios to GaaS projects, it seems pretty clear they have nothing coming and will just let it die quietly in the background with only indie Quest ports to speak of.
It's "games only" approach compounds is 'niche'ness (totally a real word). Why not build any social aspects for some of their most enthusiastic users and fans? Even if it's PSVR2 exclusive social experiences, the ability to meet, share, and play with other PSVR2 users would do nothing but increase engagement.
Web browsing with an eye tracked mouse is too obvious to not be a thing. Watching movies on their high resolution HDR screens is too obvious to not be a thing. Sitting on a virtual beach with a flat screen game floating in front of your face is too obvious to not be a thing. Just dosen't make any sense.
I doubt Valve would ever give that game away to another platform, they need to push their own headset. Perhaps if Valve themselves were more prolific in delivering games for their own headset.3 words
HALF.LIFE.ALYX
A gigantic headset is a favored project in the country of tiny apartments and "smaller is better"? I find that unlikely. If anything, the Japanese are even more likely to straight up pass on VR, at least until it is something the size of a normal pair of glasses.My personal suspicion is VR is a favored project for hardware Japan, and they kinda forced it's release over Jim Ryan and his Western crew's head. So Jimbo torpedoed it with a Playstation Direct only launch, no future outlook or roadmap whatsoever, and the most minimal support he could get away with.
Having said all that I think people are misunderstanding the current VR market. It consists mainly of third party games from which PSVR2 is getting good support and PS are unlikely to cut the cost for install base since they are not struggling to get third party support for it. We also barely ever get first party games support from any VR manufacturer and that's true for Valves Index, Quest or PSVR. I would say PSVR2s lineup of exclusives this year with GT7, RE Village, 4 remake, Switchback VR, Firewall Ultra.. is actually support that's above most headsets.
Not sure what point you're making here. My point is that with GT7, Horizon COTM, RE Village, Switchback VR, Firewall Ultra, and RE4 Remake all releasing this year quest still sold more and that the games support on PSVR2 isn't the issue. Another exclusive game to the list isn't going to make PSVR2 sell more headsets than the Quest. I'm saying it has better game support than most headsets but they need to branch out of the audience they have and go more broad like Quest if they want to sell more. I think they're perfectly happy selling the PSVR2 for profit and maintaining the third party support and multiplatform releases they have now too and aren't required to cut the cost to increase install base for multiplatform support.But that’s the exact same situation as software in general on the PlayStation and Xbox. The vast majority of games there are third party games, but a lot of people buy these consoles for the standout first party lineup. It’s a worse situation in VR where the relatively low install base means that most games are firmly in AA or A territory. First party input is needed to fund the big, AAA experiences like Horizon COTM.
Sony’s also seemingly dialed back on the marketing, and it speaks volumes that there was no big holiday push.
Any of above or both.> half life alyx on PSVR2 with bonus levels
> sony allowing the headset to be used with PC without needing to do some weird coding stuff
A gigantic headset is a favored project in the country of tiny apartments and "smaller is better"? I find that unlikely. If anything, the Japanese are even more likely to straight up pass on VR, at least until it is something the size of a normal pair of glasses.
Sales suggest the opposite. Its dead Jim.![]()
Simple as that.
Called it a year ago.1 year on and they haven't announced a single game for it beyond the pre-launch info dump (i.e. Horizon, Resident Evil's, GT), all of which are now released. While PS5 itself has no problem moving units on Jim Ryan patented radio silence, it's the death knell for VR as it's way too niche, which is compounded by Sony's reputation for abandoning "second pillar" platforms and and peripherals. Having moved all their B-Teams and support studios to GaaS projects, it seems pretty clear they have nothing coming and will just let it die quietly in the background with only indie Quest ports to speak of.
That makes more sense. I see what you were saying now.I was referring to Sony's hardware engineers in Japan, not Japanese customers.
To be fair making VR games is even harder. That's why even AAA VR games are barely AA in 'normal' terms. With very few exceptions.Actually release a 1st party game. It's practically criminal how Sony doesn't seem to care about this product
But how is that financially feasible? Obviously it would be ideal to have it sold with PS5s to incentivize developers but it would end up being a vastly inferior piece of hardware in order to keep the costs down.Bundle it with ever PS5 and hope to make money back with software sales. Only way I can see VR going mainstream is for it to ship with the hardware at $500 total.
Logic suggests the opposite.Sales suggest the opposite. Its dead Jim.