Stealthcobra
Member
Playroom looks awesome now!
But now i have big drift which i didnt had with the og![]()
Did you recalibrate?
Playroom looks awesome now!
But now i have big drift which i didnt had with the og![]()
I wish I could find the developer on GAF that is on the Plastic team that made BOUND. I want to tell that guy "thank you so much for making BOUND one of the best looking VR games on Planet Earth."
And the different perspectives that you get in VR over normal 2D mode makes it a slower moving game for me (as far as pace is concerned) and I love that!
Thank you. There's still one more patch to do
. Bringing more options to camera again. This is such dynamic topic that we need to expose more possibilities.
Just one guy's opinion (and I have decent VR legs) but for me the main factor in free camera working well is responsiveness. It absolutely cannot lag behind the response my brain is expecting. And any kind of acceleration is also quite off-putting. But the worst thing is pressing the stick with a certain expectaion for movement and the game not being able to keep up. That delay, even slight, makes me feel ill pretty quickly.Thanks again. I'm going through all PSVR games right now and checking free look cameras. It's interesting that in Windlands swinging on a rope doesn't hurt but falling down with gravitational acceleration is really bad for me
. We will definitely make blinks optional, do a smooth rotation around the character as another option, and I still think about the free movement camera ...
Jackal Assault on the Pro is so crisp and clear, what an improvement.
Yup, looks really good on the ProI agree.. never played it on my regular ps4, but its so clean on the Pro.. there must be some kind of support.. really impressed.
Thanks again. I'm going through all PSVR games right now and checking free look cameras. It's interesting that in Windlands swinging on a rope doesn't hurt but falling down with gravitational acceleration is really bad for me
. We will definitely make blinks optional, do a smooth rotation around the character as another option, and I still think about the free movement camera ...
Thank you. There's still one more patch to do
. Bringing more options to camera again. This is such dynamic topic that we need to expose more possibilities.
Thank you. There's still one more patch to do
. Bringing more options to camera again. This is such dynamic topic that we need to expose more possibilities.
I wish I could find the developer on GAF that is on the Plastic team that made BOUND. I want to tell that guy "thank you so much for making BOUND one of the best looking VR games on Planet Earth."
And the different perspectives that you get in VR over normal 2D mode makes it a slower moving game for me (as far as pace is concerned) and I love that!
I get mine on Tuesday (Pro), excited to see Batman and VR Worlds.
Would be nice if Until Dawn get a better patch, and I'd love it if DriveClub VR got another one...sad it didn't get much.
Yea, I noticed this and thought it was my imagination. Good to know others noticed as well.Jackal Assault on the Pro is so crisp and clear, what an improvement.
Some things you'll notice on Until Dawn:
-the shimmering on the guy's face when he talks to you is completely eliminated
-objects have greater detail at a distance, possible increase in res as well
-the little enemies on level 5 don't get blurred into the dark floor like they do on vanilla, they retain a distinct figure and don't look like orange dots on a murky black smear
-overall image looks cleaner
I also read there's self shadowing from your flashlight now.
I thought I noticed that, but wasn't sure if it was entirely new. Is there no flashlight projected shadows at all on the OG?I also read there's self shadowing from your flashlight now.
I wish I could find the developer on GAF that is on the Plastic team that made BOUND. I want to tell that guy "thank you so much for making BOUND one of the best looking VR games on Planet Earth."
And the different perspectives that you get in VR over normal 2D mode makes it a slower moving game for me (as far as pace is concerned) and I love that!
Sony should be paying you.Compared a bit of Battlezone between PS4 and Pro right here https://www.youtube.com/watch?v=G-nza7sxg8E
Anything else folks wanna see? I'm working on a Robinson video for this week and have got most of the games available for VR![]()
Damn, these impressions made me put this on my shopping list. Definitely need to buy (and find time to play it >_ <)
Sony should be paying you.
Thanks for this!I thought Id go into detail on the PS4 Pro improvements we made to VR Worlds, as I know some of you are curious. General improvements are:
We also added screen space reflections to The London Heist and Scavengers Odyssey, and volumetric shadowed lighting and improved forcefield effects to Danger Ball.
- Increased resolution
- Improved lighting with higher resolution shadows, and more lights casting shadows
- Screen space ambient occlusion where previously not present
- Anisotropic filtering improvements
I thought Id go into detail on the PS4 Pro improvements we made to VR Worlds, as I know some of you are curious. General improvements are:
We also added screen space reflections to The London Heist and Scavengers Odyssey, and volumetric shadowed lighting and improved forcefield effects to Danger Ball.
- Increased resolution
- Improved lighting with higher resolution shadows, and more lights casting shadows
- Screen space ambient occlusion where previously not present
- Anisotropic filtering improvements
Thanks for posting this! I can't wait to check out VR Worlds tonight. Ocean Descent is the first game I have everyone try in VR, after showing them the Worlds intro and hub area.I thought I’d go into detail on the PS4 Pro improvements we made to VR Worlds, as I know some of you are curious. General improvements are:
We also added screen space reflections to The London Heist and Scavengers Odyssey, and volumetric shadowed lighting and improved forcefield effects to Danger Ball.
- Increased resolution
- Improved lighting with higher resolution shadows, and more lights casting shadows
- Screen space ambient occlusion where previously not present
- Anisotropic filtering improvements
Has there been any info on Rush of blood pro enhancements?
Dude. Scroll up. Just like 20 posts above yours:Has there been any info on Rush of blood pro enhancements?
Some things you'll notice on Until Dawn:
-the shimmering on the guy's face when he talks to you is completely eliminated
-objects have greater detail at a distance, possible increase in res as well
-the little enemies on level 5 don't get blurred into the dark floor like they do on vanilla, they retain a distinct figure and don't look like orange dots on a murky black smear
-overall image looks cleaner
I played Rush of Blood last night on the Pro, looking for these specific effects and I can confirm these are accurate and the game looks much better on the Pro.I also read there's self shadowing from your flashlight now.
People are reporting HDCP issues.I do get those blackouts for a second or two, along with audio dropouts, twice even completely losing audio until I reboot PS4 Pro or the breakout box. The issues are annoying, but they don't occur often enough to make it unusable. Never had them before with the regular PS4 though, a bit worrying. Hopefully a firmware update of either PS4 or PS VR will eliminate this. :/
PlayRoom VR really is the best example of possible Pro benefits. Other titles are more subtly cleaner looking.
Yes, both are said to be significantly improved. Haven't tested either of them myself, though.Any Pro impressions on BattleZone and RIGS? My pro comes on Tuesday - can't wait!