AbandonedTrolley
Member
Less tracking issues, but placebo suggests it's just imagined rather than actually better.
I guess it's maybe possible with the CPU and RAM being clocked faster, but I'm imagining it's possibly placebo.
Less tracking issues, but placebo suggests it's just imagined rather than actually better.
Anyone upgrading to a PS4 Pro for increased performance in VR?
Same here! But replace Here They Lie with Rez, Until Dawn, Eve and Thumper.I am still having a blast with my PSVR and checking this thread everyday. I am currently playing through Here They Lie. I do not regret my purchase at all, and I am probably picking up PS Pro next week.
Because their audio quality is rubbish, and they have a really bad leaking problem.No thanks, I hate in-ear phones with a burning passion.
I will never understand why the Internet hates Apple's earphones so much but oh well, idgaf. They're the only earphones still existing in the current market that aren't those awful in-ear ones that physically violate your ear canals.
Definitely my main motivation.Anyone upgrading to a PS4 Pro for increased performance in VR?
Most definitely. I sold my regular PS4 as soon as the a Pro was announced. I'll be experiencing PSVR for the first time this Thursday!Anyone upgrading to a PS4 Pro for increased performance in VR?
Anyone upgrading to a PS4 Pro for increased performance in VR?
Well, its a complex answer. Objectively speaking, yes, PS VR games do look better when running on a PS4 Pro. After setting them both up, side-by-side, on the same television using the same headset, I can confirm that games are noticeably sharper and crisper, especially if they have received an official patch incorporating support for PS4 Pro. Games like Battlezone and PS VR Worlds were patched ahead of time for testing, but even games like Driveclub VR, which didnt have official Pro patches yet, looked crisper and smoother inside the headset.
PlayStation VR works just as well on PS4 Pro as it does on PS4. For now, were seeing minute improvements in visuals at best, while tracking performance is unchanged.
Keep in mind that the titles above, and pretty much every PlayStation VR title launched to date, were made with the PS4 in mind. We expect in the future to see more significant visual improvements for PSVR titles running on PS4 Pro as developers have more time to optimize their titles (and begin building new ones from scratch) for the extra horsepower. While the 1080p display and poor mura correction are the biggest bottlenecks to the headsets visuals, increased supersampling can do wonders if applied appropriately to a well optimized VR game.
Batman on PS Pro
Batman on OG PS4
So Batman got a Pro-patch or?
Absolutely in line with the quality I came to expect from this site.That review wasn't very good at all.
That should be disqualifying enough.especially if they have received an official patch incorporating support for PS4 Pro
I thought I'd wake up to loads of impressions on PS4 Pro and PSVR combo. Guess I'll have to see it for myself on Thursday.
So Batman got a Pro-patch or?
Although the game hasn’t been specifically updated for the PS4 Pro to our knowledge, it seems it may have been built with a somewhat adaptive foundation. Inside the headset the game looks ever so slightly sharper, and you may spot fewer texture pops as the game seems to be able to load high-res textures a touch faster thanks to the PS4 Pro. The most noticeable change is that Batman Arkham VR running on PS4 Pro seems to no longer use foveated rendering which, on PS4, adds significant blur to the peripheral areas of your view.
Because their audio quality is rubbish, and they have a really bad leaking problem.
When someone uses them in public, unless it's an extremely noisy environment, everyone around can hear what they're listening to. This gets really unpleasant on public transit, where you can sometimes be forced to listen to someone's death metal collection for hours because there aren't any other available seats than next to a guy with Apple earphones.
http://blog.us.playstation.com/2016/11/07/how-rez-infinite-shines-brighter-than-ever-on-ps4-pro/Similarly, those of you who have PS VR hooked up to your PS4 Pro might notice Area X looking a little different than youre used tothats because the image being passed along to each of your eyes is being rendered at a higher resolution (1920 x 1080, instead of 1440 x 810 on a standard PS4), before being passed to the PS VR headset. Even though the final resolution its displayed at on the headset in the same either way, the extra rendering from the PS4 Pro makes a difference: each particle looks a little more clear, a little more solid, adding up to objects and enemies that look more distinct and real, whether close-up or at a distance.
Okey cool!No, they mention this though:
If you make sure the HMD is square to your face, the headset shouldn't be an issue. I wear mine just fine. One thing many people miss is that you shouldn't only try to move the front part of the halo up/down, but the rear on the back of your head should move up.So I went ahead and bought one.... I'm weak I know. One thing I immediately noticed was that the light bleed through the bottom was much smaller on my unit than the one I tried on a demo booth.
How do you use the PS Gold headset with the PSVR? I can't get both comfortably on my head at the same time without the screen becoming to blurry.
: D
Curious to see if people will notice a difference with our game. Some gains are greater than others, though, and depend on how certain effects are implemented.
Disappointed in the lukewarm PS4 Pro VR impressions so far...
What were you expecting?
Disappointed in the lukewarm PS4 Pro VR impressions so far...
No, they mention this though:
More significant improvement, obviously. Although I think we may see it in future PSVR games, like Farpoint.
More significant improvement, obviously. Although I think we may see it in future PSVR games, like Farpoint.
Uh I thought Area X was VR only?
Thanks. Putting the rear higher helped, it also helped with light bleed and positioning all around.If you make sure the HMD is square to your face, the headset shouldn't be an issue. I wear mine just fine. One thing many people miss is that you shouldn't only try to move the front part of the halo up/down, but the rear on the back of your head should move up.
If you are clear and the halo is getting in the way, you must lift the rear up. This will cause the HMD to shift down, causing a bit of blurriness again. Now lift the front of the HMD up to make it clear again. This will square the HMD to your face and should give plenty of room for the headset.
I've seen too many people have the rear halo too far down - wear it like a cap at a slight angle back, not exaggerated.
The world wobble in and out is nauseating, no other issues with the product. Still haven't found a cure for that. What are the solutions that have worked for people that had that problem?
Yep. Once I get in a rhythm on Thumper with the fan blowing... it's like I'm in another world.
I've never felt anything like it.
Whatever gave you that idea?
Do we have any info on the pro improvements made to eve valkyrie?
Was about to start putting together an order for PS Pro / PSVR, but found the latter is out of stock all over (UK). Don't know why I thought it would easy. It's been a long time since I bought any relatively new tech, I guess that's why. Ay dios mio.