Batman feels like the most well rounded polished experience between the two.Got my VR delivered today (thanks Taco Bell)! Have yet to set it up since I've had a long day so I'll give it a go tomorrow. Having a hard time deciding whether to pick up either Batman or Until Dawn for the time being. Any recommendations?
People actually won? Congrats! I expected to hear stories about like what happened with their Vita and PS4 giveaway.Got my VR delivered today (thanks Taco Bell)! Have yet to set it up since I've had a long day so I'll give it a go tomorrow. Having a hard time deciding whether to pick up either Batman or Until Dawn for the time being. Any recommendations?
Maybe it's just me... But Brookhaven Experiment is becoming one of my favorite games on VR. It's just so much fun and can get really intense!
Anyone else liking it?
Steam is based on the Vive though. People are concerned the room scale loses something on PSVR in comparison.was looking for more impressions but there's not been many. It does review quite well on steam and is quite cheap as well. How "indie" does it look (compared to say Until Dawn?)
was looking for more impressions but there's not been many. It does review quite well on steam and is quite cheap as well. How "indie" does it look (compared to say Until Dawn?)
was looking for more impressions but there's not been many. It does review quite well on steam and is quite cheap as well. How "indie" does it look (compared to say Until Dawn?)
Pretty indie.
I'm concerned it won't translate particularly well to PSVR just because of what Vive tracking offered. It's not dependent on roomscale, just the ability to turn a full 360 degrees and not lose tracking at any point.
I am returning it, but none the less it's disappointing, because what I've played is really great. I think the issues being as widespread as they are will ultimately hurt the product. Maybe they can solve it, but I feel like if it could've been solved it would've already.
I'm not saying it didn't work for you, I am saying however that there is no consensus fix yet.
help eliminate questions like does the light from the window muck things up etc. Without getting into games and getting ill.
Tried out the REZ demo. The first game where I had zero wow factor. I'm hearing great things but maybe the demos not a good representation.
A light coming from a window would most certainly contribute to a slow constant drift.
I'm not sure how true this is. Below is a picture of my living room (large windows with light streaming in!), I've only ever had drift in one title (Rigs) during a single play session, when the curtains were drawn. I've played with the curtains open, drawn, lights on at night, off at night, dim lighting and the only time I've had drift was that one time mentioned above.
I do suffer from World Wobble no matter what the lighting conditions are.
To be clear, I'm not saying excessive light doesn't affect tracking, it definitely does, I just don't know for sure that it's the cause of drift based on what I've observed.
The 4th zone in Tumble is really where you start to get tested, up until that point it's pretty simple. I was getting so into it I was reaching out to stop my towers falling (and subsequently twatting my hand on my desk, ouch).
I agree, it's not a very good VR game, same goes for thumper which is similar in its presentation. To me, neither gives the immersion effect.
When I have the sun beaming it has certainly affected tracking for me. Did back in the day with move controllers as well.
One thing for sure is you're sitting way too far.
Beautiful room btw.
Thanks!
To be clear, sunlight does affect tracking, but it's never caused drift for me.
Also, it may not look like it, but my sofa is literally 5 feet away from the TV
My buddy and I just finished a 2 hour session of SportsBar VR.
As someone who was prone to VR sickness in my first few days of PSVR, I'm feeling pretty good even after two hours. I don't feel sick but I do feel a tightening in my stomach and more than anything my feet are tired for standing for two hours straight. I'm happy I purchased it.
Closer the better.
I find Sony's maximum distance recommendation seriously overestimating the capabilities (mostly the resolution) of the camera. The shape of the lights is intentional and a very important thing for the camera to make out.
...and to be honest. Looking at that space I'm seriously surprised you get good tracking at all. Not meant as a slight, but a big bright beautiful room, with busy windows as a backdrop for the trackers like that works against almost all the tech the psvr is based on lol.
So I saw someone ages ago on this thread say the IPD setting tends to overestimate your actual IPD. So I was having a play about. My IPD according to the console is about 62mm, close to the default. However playing Driveclub I felt the cockpits were a bit too small and I cemented this viewpoint when I watched a replay sat in the passenger seat. The Asian guy avatar I have just looked too small. I'm pretty short and this guy seemed shorter than me and unnaturally skinny, lol, so I thought the scale is definitely just a bit off for me. So I went and cheated the IPD adjustment and set it to 53mm as a result. Got back into Driveclub and immediately the car felt bigger around me. Perhaps a touch too big and the steering wheel was definitely too big. Adjusted again and this time it came to 59mm (I think) and then back to Driveclub, and wow. Perfect. It just felt right. Did a time trial then went to the replay, and my guy sitting next to me felt about the right size and scale I'd expected.
So.. long story short definitely DEFINITELY go and muck around with IPD settings. Driveclub is a great point of comparison as you can generally tell when the cockpit feels too big or too small. IPD absolutely changes the scale of the VR experiences you have and one scale is more correct for you than anything too big or too small.
To get my settings I did the picture adjustment and found the centre of my pupils, then I moved the cursor three clicks toward the centre of my face (still in the coloured part of my eye, not onto the white yet). I did that three clicks inwards for both eyes and it gave me a much more natural point of view in Driveclub. Also played VR Worlds and the menus just felt a touch more real. The balls in front of me slightly bigger. Yeah it definitely is an important adjustment to get right for you. It's a shame the setting can't be dialled in manually with real time feedback. They could show you a 3D object in front of you that everyone's familiar with (the pad!?) and let you dial in when you think it's the right scale and boom, there's your IPD.
If I had someone else to help me, I'd have something better, but this is the best I could do on my own (having to use the controller, hold the headset, hold the phone, while angling it as best as I could). The difference is even more apparent than this, but these pics should give you an idea of what I'm talking about.
The old camera picks up the brightness of the LEDs better (to the point that it can actually make out the actual individual lights in the set) and in general has a more contrasted view (the contrast part doesn't come across here). The new camera, not only is it taking in a blended view of the lights/LEDs, closer to the way we actually see them in person, but also in general, it's like the brightness in the overall image has been turned up, at the cost of contrast, making the LEDs stand out a little less than they do on the old one (again the contrast part isn't coming across in these images).
If I had someone else to help me, I'd have something better, but this is the best I could do on my own (having to use the controller, hold the headset, hold the phone, while angling it as best as I could). The difference is even more apparent than this, but these pics should give you an idea of what I'm talking about.
The old camera picks up the brightness of the LEDs better (to the point that it can actually make out the actual individual lights in the set) and in general has a more contrasted view (the contrast part doesn't come across here). The new camera, not only is it taking in a blended view of the lights/LEDs, closer to the way we actually see them in person, but also in general, it's like the brightness in the overall image has been turned up, at the cost of contrast, making the LEDs stand out a little less than they do on the old one (again the contrast part isn't coming across in these images).
Which make Job Simulator very wobbly because you need a step further than 5 Feet.While this is true, getting much closer than 5 feet makes playing standing games impractical given the camera's FOV. I've found 5 feet to be my sweet spot. Literatlly a step further away and I do start to get controller drift (regardless of lighting conditions.)
I agree. Honestly I hope that they produce a "Pro" version of the camera somewhere down the line. I'd pay $120 for guaranteed rock solid tracking. I can't see this happening though.
World Wobble is only affected by distance in my experience as well.I can understand that, but as I said, generally tracking is fairly good, and an night time the lighting is quite uniform. The issue I've been having is World Wobble, which occurs regardless of lighting conditions, distance to camera and the position of camera.
I'm confused. You make it sound like the old camera is better but the pics make it look like the new one is better.Share button wasn't working for this. If I had someone else to help me, I'd have something better, but this is the best I could do on my own (having to use the controller, hold the headset, hold the phone, while angling them as best as I could). The difference is even more apparent than this, but these pics should give you an idea of what I'm talking about.
The old camera picks up the brightness of the LEDs better (to the point that it can actually make out the actual individual lights in the set) and in general has a more contrasted view (the contrast part doesn't come across here). The new camera, not only is it taking in a blended view of the lights/LEDs, closer to the way we actually see them in person, but also in general, it's like the brightness in the overall image has been turned up, at the cost of contrast, making the LEDs stand out a little less than they do on the old one (again the contrast part isn't coming across in these images).
Which make Job Simulator very wobbly because you need a step further than 5 Feet.
World Wobble is only affected by distance in my experience as well.
Nope, they're labeled correctly. But again, as I said, contrast issue (that's not coming across in these pics) may be the thing that's making a difference for me.don't these pics say the new camera is better? unless you labelled them wrong.
I just took and posted these pics to show that there is a difference for sure between the two cameras, not intended to be pic good enough to analyze and determine which one would be better for tracking. Would've provided better pics, but I had nobody else to help me, was holding the headset and the phone myself, while trying to angle both things to get a decent snap off-screen from a TV.I'm confused. You make it sound like the old camera is better but the pics make it look like the new one is better.
I was fine in SportsBarVR until I pressed both big move buttons to reposition my virtual feet, and had to whip off the headset. I couldn't get air hockey to work at all, I tried picking up the paddles. Throwing darts feels pretty good the only problem I have is seeing where they landed.
I spent most of my time stacking chairs, ice boxes and bottles and the pool table and then smashing the bottles with my cue.
As soon as I put the headset on I can feel myself overheating, so when using hulking mode just makes things worse. I've tried closing my eyes when moving, but VR nausea is already in play. I also bought a pair of sea bands to see if they help with this nausea, but they have had an absolute ZERO impact on my nausea issues. I'm hoping to get back into it tonight and trying again,but this time with some real people, it is a social game after all.What I can't understand is that I was expecting the "Hulk motion" to cause me problems but it didn't bother me and I was doing it a lot. Just to be safe, I sometimes closed my eyes while I repositioned using it but towards the end of the two hours I was using it constantly with my eyes opened and it felt comfortable.
I might be going out on a limb here but the trick might have been convincing my brain that doing that motion was rotating the world around me rather than moving me. As long as I thought of it that way, it never bothered me.
Congrats! I'm still waiting for them to restock the physical Eve Valkrye.Yessssssssss
Amazon reuped getting mines Friday with batman, until dawn and rigs!!!!! Can't wait!!!
As soon as I put the headset on I can feel myself overheating, so when using hulking mode just makes things worse. I've tried closing my eyes when moving, but VR nausea is already in play. I also bought a pair of sea bands to see if they help with this nausea, but they have had an absolute ZERO impact on my nausea issues. I'm hoping to get back into it tonight and trying again,but this time with some real people, it is a social game after all.
I've had my headset since day one...I've tried to use it at least once every day for as long as possible. Sometimes I get 1 hour of VR gaming in, other times I get 10 minutes of VR gaming before I have to whip off the headset and vomit or just go directly to bed. My tracking is solid...I spent a good 30 minutes getting everything positioned correctly and calibrating the headset to my eyes, I have no drift what-so-ever. I'm actually hoping that the PS4 Pro will help my VR experience by speeding up the frame rate making everything smoother.How long have you had the headset? The first few days of VR for me were pretty rough. I felt "off" for hours. However, the more I use it, taking care to play VR titles that are stable and not "intense", it's gotten much better.
Also, is your tracking stable? I made sure my camera arrangement was good so I get solid stability. Any amount of wobbling will quickly cause discomfort but if you have it set up right, PSVR should remain pretty stable and will be comfortable.
Lastly, I recommend taking breaks. Two hours is probably too long for me but I just got so sucked into it (and my friend doesn't suffer VR sickness). If I'd been paying attention, I would have stopped after half an hour for safety. That's why I'm so surprised I don't feel bad right now after two hours of it. Maybe I'm really adjusting to VR.
Really want more shooting games in general. gonna have to re-buy all those PS3 light gun gamesdual-wielding Uzi's on the shooting range felt oddly satisfying I must say
really want a new Time-Crisis now
I've had my headset since day one...I've tried to use it at least once every day for as long as possible. Sometimes I get 1 hour of VR gaming in, other times I get 10 minutes of VR gaming before I have to whip off the headset and vomit or just go directly to bed. My tracking is solid...I spent a good 30 minutes getting everything positioned correctly and calibrating the headset to my eyes, I have no drift what-so-ever. I'm actually hoping that the PS4 Pro will help my VR experience by speeding up the frame rate making everything smoother.
it isn't the frame rate that is making you sick. And it isn't the tracking, by your own admission. You must be susceptible.
Amazing. Simply amazing.
I played the shit out of time crisis 1 for PS1 as a kid. I would pay a lot of money for VR time crisis.