Got Moss PSVR demo lined up today. All E3 PSVR demos booked up within 20 seconds of daily allotments open in app. Sick.
Oh shit, THAT'S how you navigate the PS4 menu with a move?
You're a life saver.
Just bought PSVR and am experiencing some very fierce motion sickness in Farpoint. Is this one of those games that is heavily motion sickness inducing and is there still hope I'll get used to it, or am I screwed? I also notice it in that robot saving game from the Playroom VR, but not at all in the one where you shoot blocky aliens.
And another thing: I tend to get used to the screen door effect / bad resolution in those Playroom VR games, but so far not at all in Farpoint, are there tips to reduce this? Close up graphics are fine, but things farther away are pretty bad, makes me really focus on the pixels and just see jagged graphics behind that screen door.
Big yes. You should be fine in a week or two. Any movement with thumbstick game will cause terrible nausea until you are used to it. That is the main reason why most games are still using teleportation, it's much easier to showcase, more user friendly but often VR veterans are used to it and they HATE teleportation.
I would say that locomotion games like Farpoint are not the best to start with. Get your 'VR legs' first. However there are different setting in Farpoints you could try them to see what works best for you.
Don't force it, if you are getting dizzy/motion sick stop right away. I would recommend to build up you 'immunity' first with fixed position games. The brain DOES get used to it in the vast majority of people. Start with short session and build them up.
Another trick, using a fan to blow air on your face/body does help for a lot of people. Personally for Farpoint, I also made back and forth/side to side motion to simulate walking while advancing in the first couples hours, that seemed to foul my brain enough to accept the full locomotion settings.
In Farpoint and Resi 7 i use the 30 degrees turn feature, Moving is fine with the left analogue, But i cant deal with smooth turning so i switch it to 30 degrees snap and it works wonders, Also like someone said, I have a fan blowing on me which also helps the sweat build up.
As for the screen door effect, it's probably what people refer to the MURA effect that your are seeing. The mura effect is pronounced with PSVR especially in low light/dark scenes. It create a blury mess of dark 'brown' pixel. Hard to explain, look it up. People have recommended to decrease the brightness of the PSVR to decrease it (it's set to full brightness by default I believe).
Mura is part of the OLED screen 'drawback'. I think I've read somewhere that there is a decrease of it over time as the screen get 'broken-in' though I can't remember where I saw that so don't take it as a solid fact.
Certain game do have it more than other (minimal in Playroom, very pronounced in some screen of Rush of Blood or Ocean Descend demo)
Also screen door /= mura =/ resolution. If you are complaining about resolution which is actual pixel size then there is nothing much you can do. Some games have anti-aliasing effect to minimize it but it's 1080 divided in 2 eyes and won't get better until PSVR2.
Resolution never bother me in PSVR (I I play on a 720p TV). Most people will get so immerse they don't notice anymore but some people never get over it. I would focus more in 'being in the game' than what it looks like. You will never get as good resolution as you would get on your TV.
Just remember to take things slow. Take breaks,Rest your eyes, and don't push yourself to play. It will pass, but some people may take longer than others.Ok, thanks. I'll stick with it then, because I do like the experience (that little play room shooter alone was pretty great).
Makes sense. It wasn't necessarily the resolution I was complaining about, but, like 'screen door', it was a term to describe how Farpoint felt to me. It actually being the mura effect makes sence, considering 'blurry brown pixel mess' is exactly what I meant.
The (actual) screen door effect and resolution are still things that I notice, but I did get used to it in Playroom VR in about 5 minutes and was wondering why this wasn't the case in farpoint. I'll play with the settings (mostly brightness) to see if it improves.
So thanks again, I'll try and see what works for me as soon as I get more used to VR.
Thanks to Sony's showing at this years 3, I'm going to pick one up in the next couple days. I already own an Oculus so motion sickness won't be a factor but I remember all the tracking issues in the beginning. That Giant Bomb look at the thing made an impression on me.
Has this issue and others been largely been fixed by Sony?
Why not?Why is Preta: Vendetta Rising in VR?
Why is Preta: Vendetta Rising in VR?
Cant be too hard to just implement a simple solution like... well use the move button to move forward and your headview is where you will go. Move button on other controller + head moves to right = turn right
It should be that simple, shouldn't it be?
So if you are using the AIM controller for Arizona Sunshine, how does dual wielding guns work? or is that feature just removed if using AIM?
And if using 2 Moves, locomotion is done by holding the move button and that just moves you in the direction you are looking?
You guys should check out Loading Human. As far as I know, it is the only game on PSVR that uses 2 Moves and has full on locomotion in first person view.
In that game, one Move controller is used to move around, and the other Move controller is used to turn. To move around, you point the Move controller there you want to go and hold Move button to walk there. To turn left, you point the other Move controller to the left and hold Move button to turn.
It took me a while to get used to this set up, but after an hour or two, I was able to walk around and turn simultaneously without much trouble. Obviously, it is still not as good as twin stick set up on DualShock, but it works. You get full on locomotion and motion controls.
I also think that Bethesda should do a crossbow class or something with full on Aim support.
How is Aim controller implemented game still confuses people, they designed 11 new weapons for Aim controller
Thanks, not sure I fully understand this sentence though... So if you use the AIM controller, you can ONLY use these 11 new weapons? None of these new weapons can be used with a Move? Can some of the original weapons that are used with the Move also be used with the AIM? Or only those 11 new weapons?
I've been considering a PSVR setup. Is it worth getting the Pro for it, or is the experience still good on the slim?
If you've got the money I'd say do it. Most VR games run in higher resolution on the Pro, or have downsampling making a cleaner image, or other improvements.I've been considering a PSVR setup. Is it worth getting the Pro for it, or is the experience still good on the slim?
If you are playing with Aim controller, you can only find 11 of those new weapons throughout the game, all of them are shaped like Aim controller weapons and they will replace those original weapons used with Move.
If you are playing with Move, then you will be finding those original weapons like pistol.
Similar to Dick Wilde, Move controller covers burst fire shooting, machine gun, shot gun and grenade launcher. Aim controller also have all of those category but they are stronger since you will be firing from a single gun.
There are around 4 games, including Kill X demo.
I have heard about Kill X demo, but I have not tried it yet since I am in the U.S.
What are the other games?
The Pro does increase the visual clarity on most PSVR games, and it has a rear USB port for the breakout box so you won't need it connected to the front.I've been considering a PSVR setup. Is it worth getting the Pro for it, or is the experience still good on the slim?
Windlands showcased the usage of Move controller but haven't receive the official update.
Golem (whether it is cancelled or not) also uses Move controller with locomotion.
Kill X demo, Arizona Sunshine and of course Loading Human.
It single player and 2 player co op only.
Yeah I had to set HDMI from automatic to 1.4, and turn off HDCP when I play PSVR games on the Pro. That has solved most of my blackout issues but it's bizarre and a pain in the ass.The Pro does increase the visual clarity on most PSVR games, and it has a rear USB port for the breakout box so you won't need it connected to the front.
That being said, I still have yet to fix the drop out issues I was having on the Pro that were never present on the PS4, although I haven't played an PSVR game recently so it's possibly a system firmware could have helped there.
Thanks. I wonder if that's because the hardware can't handle four players, or the devs aren't able to get it working.
I'm looking for reasons to buy PSVR again, but two-player isn't compelling enough.
Incidentally, I have a prop poster from the original Total Recall. It's a 'wanted' poster for Kuato. They were made to put up around the set.
Screw that! I'm holding out hope for a discount if you purchased the PS4 version already.
Just bought PSVR and am experiencing some very fierce motion sickness in Farpoint.
Anyone played through mortal blitz? Is it worth it?
I'm jealous that you're trying it, but I would not even dare do a VR demo at an event like E3; especially when it's open to the public. I'm not a germaphobe or anything, but that is the very definition of a can of worms.Got Moss PSVR demo lined up today. All E3 PSVR demos booked up within 20 seconds of daily allotments open in app. Sick.
I'm jealous that you're trying it, but I would not even dare do a VR demo at an event like E3; especially when it's open to the public. I'm not a germaphobe or anything, but that is the very definition of a can of worms.
Words cannot describe how much i want to play moss. Its exactly what i wanted ever since playing the platformer in playroom VR.
Biggest disappointment at E3
Gran Turismo Sport only has a "VR Experience" not the full game in VR.
VR Experience of Battlefront is better than the main game!
Moss looks awesome I'm inWords cannot describe how much i want to play moss. Its exactly what i wanted ever since playing the platformer in playroom VR.
Unfortunately the GT VR experience sounds like racing against 1 other car, offline only :-(
Thanks to Sony's showing at this years 3, I'm going to pick one up in the next couple days. I already own an Oculus so motion sickness won't be a factor but I remember all the tracking issues in the beginning. That Giant Bomb look at the thing made an impression on me.
Has this issue and others been largely been fixed by Sony?
It was never a problem, just calibration + proper set up. There are a lot of tricks, but whatever GB is doing is directly opposite of what you should be doing to have an optimal tracking. It is not on par with Rift for sure, but it is NO WHERE near as bad as what they've shown. The Move controller did receive a tracking update though.
I've been considering a PSVR setup. Is it worth getting the Pro for it, or is the experience still good on the slim?
I've been considering a PSVR setup. Is it worth getting the Pro for it, or is the experience still good on the slim?
Some news update on Bravo Team
Confirmed the game is literally Time Crisis, you will choose cover spot and your character will run there, the rest of the covering mechanic is just depend on your movement, so hiding behind the walls and stuff.
This is the most Time Crisis game we will be getting.