PSVR Review Thread

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.
 
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?
 
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?

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.
 
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.

I wear prescription glasses and trying Oculus it was very unconfortable and the headset lenses were touching my glasses lenses.

Also the fucking straps ripped mu hair off tacking it off. The inner padding was fluffy at least, after a while you get used to it.
 
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.
 
Welp, I'm out. I realize there just isn't any titles currently announced for PSVR that I want and I was kinda just gonna get it to "have it" but with the reports of the nausea too I'm just gonna wait.
 
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.

That's interesting. I always wanted that to happen. There was a thread on here that walked people through to make the tracking better, and while I saw some benefits, for the most part I never felt comfortable playing a game with them. It was always more trouble than it was worth given the constant calibration and drift issues. Unfortunately it appears the headset may be experiencing similar issues.
 
I sold all my Move stuff after really wanting to play Killzone 3 with Wii-like pointer controls. Unfortunately the pointer would always drift to the side of the display after some time.

Reading that the drag is still there is really hurting my interest.
 
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.
 
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.
 
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.

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.
 
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.
 
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.

No, persistent judder is not an inherent feature of Moves. Drift over time is a thing, I've experienced that, and having used them over longer periods I found it lessens (or maybe I just learn to dealwithit).

Unfortunately it appears the headset may be experiencing similar issues.

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.

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.

Hah, I have been thinking similarly. There's been a number of people saying "I'm out, hardware is nice but no software I fancy" and I just can't fathom it. Personally I'm at the point where I have to begin prioritising titles, thinking about which might drop in price sooner down the line, otherwise I'll be looking at a £1000 spend on PSVR, PSPro and software before the year is done.
 
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.

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

kotaku- drift, judder, and calibration issues

"If you’ve never tried either of those two headsets, you’ll probably be more immediately impressed. You won’t notice the funky head tracking. You won’t mind that your in-game hands are constantly stuttering. You won’t be as put off by the blurry graphics or frame-rate dips."

"The camera does a middling job of tracking your head’s movement, and sometimes when I’d move more than a foot or two in any direction, I would find that the whole screen would freeze and shake"

"Weirdly, I’ve 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 wasn’t until I started a new game that it went back to normal."

gamespot- drift, judder, and camera problems

"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. 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 PSVR’s biggest downside in an otherwise impressive system.

Face-on, the headset’s 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 wasn’t getting nauseas in the headset, which is good, but you should feel your balance sway a bit here and there, especially when there’s nearfield objects floating close by

Curiously, despite also using an outside-in tracking system, I’ve 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 haven’t 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.

What is worrisome is that they had two different units and used them in three different environments (Brad's apartment, Jeff's House, GB Studio) and reported issues in each setting. Maybe the units they were given were faulty but if that is the case I'd be really nervous about getting a launch unit. Jeff also has a lot of experience with the big three in the VR realm.
 
But what NONE of these reviews mention is the kind of nauseating judder we saw on the GB stream.

And that's great, I don't have any issue with that, I don't expect massive issues like that because we've seen too many cases of it working well. However most impressions have been short hands on or short bursts. I think more people get this in their hands and use it for extended periods of time, we may start seeing more about the drifting and calibration issues. We've already seen plenty in these reviews.

Either way my hype levels have slowed to a crawl and I'm really bummed about it. I'll keep my pre-order and play it, and likely enjoy it, but if the drift issues arise and are as often as these reviews seem to indicate, I will be returning this product once the honeymoon phase is over.

edit-
@msdstc
Are you on some kind of mission?

no more of a mission than those who come in here and discredit ANY negativity. I think given the proximity of release and the amount of rewviews mentioning the drift, this is something DEFINITELY worth talking about. Especially since I have 400+$ down on this.
 
The tracking issues worry me. I'd hate for millions of people's first impression of motion tracked controllers to be buggy and inaccurate when accurate controller tracking is such an important part of why I love VR.
 
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've got my eye on Valkyrie, Driveclub and RIGS, but Driveclub is the only one I bought for now.

As for the motion sickness, I've never experienced it from a videogame (for reference, I play fast paced PC arena-style shooters at high FOVs, air combat sims and all sorts of Sonic games, dunno if that matters), but I won't "power through it" if it gets bad.

I will however take breaks and come back to it, I couldn't stand the 3DS' 3D at first and now my eyes adjust to the highest setting instantly, so I guess there is such a thing as "getting used" to the physical effects of these kinds of technologies.
 
At least the good to come from this should be a far superior tracking system all round in PSVR2 for the PS5! Hopefully Sony do something like the lighthouse system. I'd imagine they could bundle one sensor in with the unit which does much better tracking in a small area, and an additional one you can buy to completely foolproof the room you're in from all possible angles. We can only hope. The camera and lights system is definitely usable, but also definitely showing it's age.

I think the great thing about PSVR is it's a really good proof of concept for console VR all round. From the outset most thought it just wouldn't be very god, and that's clearly not the case. Sony have indeed leapfrogged the other ones in comfort and ease of use, as well as price. Seemingly better optics and a better screen, aside from the resolution. On the vastly more powerful PS5 and with higher res screen (maybe foveated rendering an 4K by then) and a better tracking system, and it will never be all that far away from what people will be doing on PCs at the same time, all wrapped up in a consumer friendly setup and price point.


Looking forward to that, and supporting PSVR now as I want to see us get to that stage. Can't wait to see the kinds of games we get on this first unit though, developers seem hyped to try new things and that's never a bad thing. Also the entirely new experiences like the Darth Vader VR story Lucasfilm are making, a completely 3D rendered narrative utilising VR for story telling. Shit like that is going to convert people.
 
I know it's a PlayStation review thread and that's kind of a thing on NeoGAF but try to keep it real please.

He's right though. The comfort of the Vive is a huge problem. I was constantly fidgeting with it and couldn't use it for more than 10 to 15 minutes as it was too irritating.
 
The Giant Bomb stream was a massive outlier compared to all the content and news released about the product. It was clear they were experiencing those problems, it made me feel a bit off just watching the swaying of the headset but out of everything that was reported on the product that was the only one that had issues of that severity. The only other outlet that seemed to experience problems of a similar severity was Kotaku and that wasn't all of Kotaku either. The drift on the move is clear on pretty much every stream bar a few, on a personal note that is not a product I am even remotely interested in touching again, I want sit down cockpit/flight games (this is where VR excels for me and get no simulation sickness) and maybe the farpoint, robinson style games. So I will remain reserved on the move until further into the product cycle.

It is a shame that the overwhelming issue of yesterday was the Giant Bomb's problem when it was clearly not normal. When outlets like Road to VR who I thought wrote the best review mentioned the tracking it wasn't anything compared to what GB experienced but they did have issues in specific situations, primarily standing up and with floating close huds. Seeing how visibly clear the problems were on the Giant Bomb stream it is easy enough for anyone to watch other streams and lets plays and see if the problems are still there because in the case of GB's problem it was extremely noticeable. For the vast majority I haven't seen anything close.
 
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.

Still have the slight issue that no one out there will be buying a gaming PC for this, hence why the sales of both PC VR headset are likely to be outstripped day one PSVR launches, or if not then shortly after. The main point many of the reviews make is that PSVR offers a surprisingly close level of VR to the PC ones, but on significantly cheaper hardware. Don't see that changing much in future, console VR will never be as far behind as some assumed it would always be.
 
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.

Actually 2nd gen VR headsets using FoVeated rendering should be easier on the hardware side given the more light operations required to run that as opposed to always fully render a picture no matter where your corneas are pointing at, like gen 1.

Those are gonna be more expensive, but probably are gonna run just fine on today's 1070s rigs.
 
If the drift issue gets out into the public and causes issues then PSVR is dead in the water.
Why the fuck Sony used tech that caused drift issues when move was out is beyond me.
I'm starting to think it was a way to shift camera and old move controllers but surely not. If this is true then I really don't get Sony of late with releasing PS4 Pro and VR within one month of each other.
 
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

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.

Either way my hype levels have slowed to a crawl and I'm really bummed about it.

Yeah, I think we guessed that much
sorry ;-)
 
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?

+1

Exactly how I made it to the top of the leaderboards as a move-sniper back in KZ3 on PS3 (humble brag). The move was so overpowered after getting used to and finding the right settings for it.

I played it for hours on end and never had a problem, I think some must be doing it wrong©
 
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?

Yes I mentioned it somewhere on here today. Might be another thread though. Giving it a good waggle fixes drifting straight away.
 
Glad to see the general consensus is favourable for PSVR. It's quite exciting to be at the start of what I think will be mainstream in a few years. I compare it to seeing games grow from pong to what we have today.

I completely understand why people wouldn't want to get onboard now because of the tech limitations and cost. It is a risky investment but I am confident that it will take off. There are so many applications for VR beyond gaming that it deserves a chance.
 
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 much
sorry ;-)

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
 
Yes I mentioned it somewhere on here today. Might be another thread though. Giving it a good waggle fixes drifting straight away.

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 astonished about the stupidity of some of the Reviewers.

this is exemplary for many of the Reviewers Mistakes:

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.

that 6.2x9foot Area are the Area for best Conditions. If you have an bright window just behind you with tha fucking Sun shining throu for example. In such a Caser or similar this Area of gets smaller than6.2x9foot. No Rocketscience here.

And if you expierence Problems at 8 feet away what prevents you to stand more Close???
It is unbelievable, just like saying:,, oh that Camera has Tracking Problems every Time i leave the fucking Room with the Headset on it loses Tracking, miau miau miau." - fucking Clowns.

They´re NONE of this Bullshit tracking Problems at all the Events and Bestbuy Stores. So it must be the incompetence of the Reviewers causing most of the Problems..

And what about all that Move Controller bashing??

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!
 
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.
 
Yes I mentioned it somewhere on here today. Might be another thread though. Giving it a good waggle fixes drifting straight away.

That and calibrating it in the system settings like Rukumoura suggested. I will swear it up and down: the move was a great piece of tech and just came out too soon. For example: I pity every single one who played Bioshock Infinite only with a controller: you will never know how good the skyrail-gameplay was with a move.
 
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.
 
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.

If that problem arises I'm not sure a firmware fix is going to help. The move tech isn't in its infancy, what if this is just as good as it gets? :s
 
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.
 
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.

I said they were scathing about the tracking, which if you had been following along has been the topic at hand since the GB stream issues and the appearance of it in the various reviews.

Not once did I say the overall reviews were scathing, I said Tested and Mashables were particularly scathing about the tracking.

You also have the same flaw that others have posted 29 positive to 3 mixed is bullshit, considering 5-10 of those positive reviews mention tracking issues. Try to keep up.
 
Having already tried PSVR a bunch of times reviews mean little to me at this point. I never had any issues, specially with the type of games I'll be playing on it which are mostly cockpit based; nor I'm prone to motion sickness.
The only thing that worries me is if indeed there's some high percentage of faulty units at launch.
 
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.
 
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.

Interesting. I personally see far more worthwhile in PSVR than Pro early doors. One offers completely new experiences, the other merely shinier versions of old experiences.

Of course I'm buying both, it was never an either/or for me.
 
I wasn't expecting much from PSVR, but the overall quality of visuals is very unimpressive. Poor textures, crazy amount of blur and everything just looks...clumsy.
 
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".

I've experienced that too.
 
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