You seem to be inadvertently reading the bad reviews.
This is hilarious. "How dare you?"
You seem to be inadvertently reading the bad reviews.
People seem very quick to jump on the move controllers - is itnbecause they're a few years old and therefore 'ancient junk', or because they had bad experiences on PS3 and assume they'll drag PSVR down?
PS4 camera is completely different - higher res, faster refresh rate, two cameras. And the move leds should make for relatively easy tracking. The gyros should be decent enough too. The only real missing link would seem to be no way to optically track orientation - only position - you'd need multiple leds for that. Otherwise it should be a decent vr controller
And these issues arent solely down to the move tracking. The DS4 does the same and more importantly so does the headset. Suggests more of a fundamental issue with tracking which might affect a non-trivial number of headsets (potential warranty nightmare for Sony), or could possibly be fixed with a stability update
Edit; I think for best front/back tracking you'd want to sit relatively close to the camera to give it more resolution to track the leds as they get larger/smaller (move/DS4) or further apart (headset). If you're at the limit of the working range it might be difficult for the system to figure out small forward/back movements - they'd be the trickiest to do vs side to side or up and down.
The move controllers are dumped on because they're ancient tech comparitively and even then the tech was questionable at best. It seems they haven't really improved at all according to the reviews. They do a respectable job of giving you hands in VR, but there is the persistant judder that is still very noticable, drift is still a problem, and the camera can easily lose track of it.
I use my Moves all the time for lightgun games on PS3. They get a lot of rough, violent shaking due to switching between targets rapidly in a game such as Time Crisis 4.
In my experience, the Move controllers sort of "settle in". As in, as I fire up the game, even if I calibrate them correctly, they will go out of whack almost instantly. If I then shake them in all directions for a few seconds and recalibrate, they'll be 99% dead-on with no drift for hours, almost as if the software implementation needs to be fed extreme values for proper calibration (like rotating an analog stick or fully depressing triggers to calibrate it in Windows).
I also do the PS3 OS calibration thingy every once in a while (the "rotate the Move using its ball as the pivot point" thing), and I keep the magnetic sensors enabled.
In any case, this "shake it so it works" quirk aside, the Move works with basically no jitter or drift for hours on end in my long, intense sessions of HOTD Overkill, HOTD 4, Time Crisis 4 and Razing Storm.
Has anyone else experienced this phenomenon?
The PSVR is in its own league ergonomics wise, but what you wrote there is not entirely true. The Rift has minimal pressure on the face by design. And even the Vive with some proper strap adjustments (not done in seconds like the PSVR unfortunately) can be configured to basically have the weight of the HMD offloaded and only lightly touching the face, a fact often forgotten or brushed over.
That's a good way of wording the shaking violently thing, as I mentioned in the other thread you could actually manipulate the cursor drift by whipping the controller in a certain direction... violvently shaking it around would sometimes get it to re-center but mostly by luck. It would then continue to fall off center in all different directions for the rest of the session. I grew tired of it and haven't used those things since sorcery.
Thing is, for me it's a one-time deal. It's not one violent shake, or "shaking to recenter", it's just... Start the game, shake the thing in all directions, proceed to calibration screen and play the game with no further issues for hours.
I have two different Move controllers bought at different times from different shops and they exhibit the same behavior in all my gun games (the only Move games I have, I bought the Moves just for these pretty much).
Edit: Oh, also, after doing this procedure, I can shake the thing just fine during gameplay with no major effect on calibration.
Do the people who keep saying Sterling's experience was jitter free even looked at his video?
It's not like he's the most trustable person as far as technical proficiency in games goes, in fact you can see jitter, drifting, spazzing, failed tracking and all sorts of problems since the very beginning of his video... and to be fair Jim himself at minute 12:00 says one big issue is that "it is EASY for the camera to LOSE TRACKING of the controllers [...]" So yeah, I wonder what Sterling review video Cyberheater was mentioning because this one seems pretty clear in highlighting once again the same faults.
https://youtube.com/watch?v=lMOQ7qv6IIw
I still had one preorder, I canceled it now. Can't believe I was about to get 2 and a PS4Pro and now I'm not getting any. But this thing is not ready for prime time, not for 550 (with a game) in my current situation and little time to game. Too bad because the headset is much better than Vive and Oculus, I especially like how comfy it is in comparison and that you can just push a button and slide it far away a bit to be able to interact with the real world without having to take it completely off like the other hmds.
I haven't seen any video yet that hasn't some jittering or drift. The difference is in how much it happens and how severe. And that will be also the question when people will get their PSVRs. Is it severe enough for some to get sick or it's passable? The answer won't be given for another week.
As for GB's issues, I wonder if they will get replacement units for the next week stream, at least that should answer the question about being faulty units or not.
Since I can return it to Amazon, I'm keeping my pre-order and I'll be a guinea pig for y'all guys and gals. I'm planning to test it out extensively.
The move controllers are dumped on because they're ancient tech comparitively and even then the tech was questionable at best. It seems they haven't really improved at all according to the reviews. They do a respectable job of giving you hands in VR, but there is the persistant judder that is still very noticable, drift is still a problem, and the camera can easily lose track of it.
Unfortunately it appears the headset may be experiencing similar issues.
The crazy thing about PSVR to me is that it might actually have the most launch games that I've wanted to get for a hardware launch ever - Driveclub, Rez, Rigs, Until Dawn, Battlezone and then there are the PC ones I've already played where I might double dip like Keep Talking etc. Only Dreamcast can compete!Great time to be a gamer this Christmas for sure.
There's very little evidence for drift/calibration issues with the headset itself. The instances displaying the z-wobble thing are nothing to do with judder, completely unrelated.
kotaku- drift, judder, and calibration issues
"If youve never tried either of those two headsets, youll probably be more immediately impressed. You wont notice the funky head tracking. You wont mind that your in-game hands are constantly stuttering. You wont be as put off by the blurry graphics or frame-rate dips."
"The camera does a middling job of tracking your heads movement, and sometimes when Id move more than a foot or two in any direction, I would find that the whole screen would freeze and shake"
"Weirdly, Ive found that some games begin to rotate ever so slightly to the left or right as I play, an annoyance that the Options button appears powerless to fix. At one point my Battlezone cockpit rotated until I was sitting at an angle on my couch, seemingly unable to make the game point me back forward. It wasnt until I started a new game that it went back to normal."
gamespot- drift, judder, and camera problems
"While theres a lot to like about PSVR, it also has several of issues. The PlayStation Camera can encompass a max 6.2x9-foot play area, but I noticed that when I stood more than eight feet away from the camera, I experienced a very unpleasant visual jittery effect, as if the camera had started to lose depth perception. Even at closer ranges, I noticed the DualShock controller in front of me start to jitter, though it happened to a lesser extent. Getting too close to the camera, however, also presents problems."
Roadtovr- drift and judder
"And while the system works well enough for a solid VR experience, it performs notably worse than the tracking we see on the Rift and Vive, and may be PSVRs biggest downside in an otherwise impressive system.
Face-on, the headsets tracking is decent, but it has a visibly apparent jitter inside that will make you feel a little wobbly from time to time, especially for standing experiences. For the most part, the tracking quality is good enough that I wasnt getting nauseas in the headset, which is good, but you should feel your balance sway a bit here and there, especially when theres nearfield objects floating close by
Curiously, despite also using an outside-in tracking system, Ive still seen a fair share of drift of Playstation VR. The good news is that Sony has made it easy to reset at any time by holding the Options button for a few seconds (however some apps seem to only treat that reset as a positional calibration and not a rotational recentering).
Why it drift happens in the first place on PSVR though is a bit of a mystery to me. I havent been able to put my finger on it just yet, but it seems to happen worse in some experiences than others; ."
Eurogamer apparently had to swap a headset as well as giant bomb. The majority of the reviews, while positive, mention issues with drift, judder, and calibration in general. This is easily cause for concern, sorry if you're not happy about that.
But what NONE of these reviews mention is the kind of nauseating judder we saw on the GB stream.I'll cross post this from the other thread as reading through the reviews has revealed a lot of them experienced various drift/calibration/judder issues
But what NONE of these reviews mention is the kind of nauseating judder we saw on the GB stream.
But what NONE of these reviews mention is the kind of nauseating judder we saw on the GB stream.
@msdstc
Are you on some kind of mission?
I think keeping the pre-order if you like the launch games is a good idea because it will have limited availability at launch.
But if it makes you sick, don't force it in any way, it will make things 100 times worse.
I know it's a PlayStation review thread and that's kind of a thing on NeoGAF but try to keep it real please.
I hope PSVR sold enough that they'll make PSVR2 for PS5. although seems like everything is stacked against Sony. the console will never be as powerful as PC. and all the advantage that PSVR has like comfort and screen, seems so easily replicated by others
I imagine when Vive and Oculus release their 2nd gen headset, they will follow PSVR ergonomics for comfort and probably use same rgb panel as PSVR, but with much higher resolution. and they can release their headset in faster rate than Sony. because PC don't care much about things like that.
I hope PSVR sold enough that they'll make PSVR2 for PS5. although seems like everything is stacked against Sony. the console will never be as powerful as PC. and all the advantage that PSVR has like comfort and screen, seems so easily replicated by others
I imagine when Vive and Oculus release their 2nd gen headset, they will follow PSVR ergonomics for comfort and probably use same rgb panel as PSVR, but with much higher resolution. and they can release their headset in faster rate than Sony. because PC don't care much about things like that.
I'll cross post this from the other thread as reading through the reviews has revealed a lot of them experienced various drift/calibration/judder issues
Either way my hype levels have slowed to a crawl and I'm really bummed about it.
I use my Moves all the time for lightgun games on PS3. They get a lot of rough, violent shaking due to switching between targets rapidly in a game such as Time Crisis 4.
In my experience, the Move controllers sort of "settle in". As in, as I fire up the game, even if I calibrate them correctly, they will go out of whack almost instantly. If I then shake them in all directions for a few seconds and recalibrate, they'll be 99% dead-on with no drift for hours, almost as if the software implementation needs to be fed extreme values for proper calibration (like rotating an analog stick or fully depressing triggers to calibrate it in Windows).
I also do the PS3 OS calibration thingy every once in a while (the "rotate the Move using its ball as the pivot point" thing), and I keep the magnetic sensors enabled.
In any case, this "shake it so it works" quirk aside, the Move works with basically no jitter or drift for hours on end in my long, intense sessions of HOTD Overkill, HOTD 4, Time Crisis 4 and Razing Storm.
Has anyone else experienced this phenomenon?
I use my Moves all the time for lightgun games on PS3. They get a lot of rough, violent shaking due to switching between targets rapidly in a game such as Time Crisis 4.
In my experience, the Move controllers sort of "settle in". As in, as I fire up the game, even if I calibrate them correctly, they will go out of whack almost instantly. If I then shake them in all directions for a few seconds and recalibrate, they'll be 99% dead-on with no drift for hours, almost as if the software implementation needs to be fed extreme values for proper calibration (like rotating an analog stick or fully depressing triggers to calibrate it in Windows).
I also do the PS3 OS calibration thingy every once in a while (the "rotate the Move using its ball as the pivot point" thing), and I keep the magnetic sensors enabled.
In any case, this "shake it so it works" quirk aside, the Move works with basically no jitter or drift for hours on end in my long, intense sessions of HOTD Overkill, HOTD 4, Time Crisis 4 and Razing Storm.
Has anyone else experienced this phenomenon?
Like I said, that's very little evidence. Only 2 of your 3 lengthy quotes mention it, one appears less of an issue than the other. Given what we've seen in the streams, there's definitely some kind of issue for some users, but nothing ubiquitous or inherent in PSVR. Given that all we can do is wait and see.
Yeah, I think we guessed that muchsorry ;-)
Yes I mentioned it somewhere on here today. Might be another thread though. Giving it a good waggle fixes drifting straight away.
While there’s a lot to like about PSVR, it also has several of issues. The PlayStation Camera can encompass a max 6.2x9-foot play area, but I noticed that when I stood more than eight feet away from the camera, I experienced a very unpleasant visual jittery effect, as if the camera had started to lose depth perception.
Yes I mentioned it somewhere on here today. Might be another thread though. Giving it a good waggle fixes drifting straight away.
Personally if I have tracking issues when I receive mine next week from Amazon then it'll be boxed up and returned on a Friday for a refund on Monday.
There's no way I'm waiting for a firmware that'll supposedly fix it and I imagine a lot of other users will too.
No worries lol, when I get going I get goin. Still I think those 3 quotes all highlight issues, the gamespot one is a little different, but it still highlights that the area for movement is small. That being said that's a very small sample size, there were more reviews that mentioned. The 2 worst I read/heard were mashables and tested's video review.
Mashables- "The peripherals that the headset relies on, however, are firmly rooted in the Before. The PlayStation Camera -- which tracks your physical movements -- got a refresh with the PlayStation 4's launch, but it wasn't built for VR... and it shows...
The camera is inconsistent, and too reliant on ideal lighting and positioning. Where the two chief competitors are relatively plug and play with regards to their sensors, with PSVR you've got to recalibrate before and even during (when you switch games) virtually every session.
Even when properly calibrated, the camera isn't reliable. At one point during a Batman: Arkham VR session, I stood motionless and stared into a virtual mirror while my virtual arms twitched and bent back on themselves as the camera struggled to locate the Move controllers I was holding.
During another session, at a different time of day -- important to note, since too much natural light can influence the camera -- I was playing Destiny inside PSVR on a virtual 2D screen. The game itself ran well enough, but the virtual screen kept shaking and shifting as I turned my head. It was the camera, struggling to locate the HMD.
and tested's is pretty scathing on the tracking as well, which is upsetting because you can tell they wanted to like it.
https://www.youtube.com/watch?v=qi28_4HKVLE&feature=youtu.be The tracking discussion starts at 10:30
Lol... Very scathing reviews with 29 positive and 3 mixed on Mc. Horrible!
You are literally ignoring every single positive review, which are in huge majority over negative ones and way overblowing the criticism and if everyone does not agree you don't mind cancelling their opinion in 3-4 posts per page.
Tracking, miau miau miau." - fucking Clowns.
it must be the impotence of the Reviewers causing most of the Problems..
Yeah if you fucking hide the Move globe with your deformed Body than yeah Camera will lose the Tracking. Especially if you shove it up your A**. Then for shure it will lose Tracking.
Goddamn!
Nothing like a good meltdown. Or a bad meltdown. Or a permanent meltdown.
I don't think you'll be a Junior for much longer with that attitude...Yeah if you fucking hide the Move globe with your deformed Body than yeah Camera will lose the Tracking. Especially if you shove it up your A**. Then for shure it will lose Tracking.
Goddamn!
Sad to say I just cancelled my pre-order. With PS4Pro out in only a few weeks, having to pay the same amount for tech that is missing killer apps and is still in its infancy is a deal breaker for me. I hope the early adopters have a good time and I'll see where the state of VR is after xmas.
Just to be clear, I'm not talking about "See drift -> give a shake -> fix drift until drift happens again". I'm talking about "Shake the thing like a freaking madman in all possible ways for a few seconds -> proceed to in-game calibration screen -> it just werks for the rest of the session".
wow absolutly astonishedo
...
Goddamn!