PSVR Review Thread

I also don't know why people are acting like only GB is bringing up the jittering.

It is a large part of kotakus review too

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Also I think Greg and Colin will love Pro as it'll make games look more crisp in VR, they just don't know it yet.

This. Some of his comments makes it clear he wasn't fully paying attention when Cerny was outlining the features for the games or reading the articles that follow the conference, or atleast doesn't believe them until he sees them in person since they didn't actually go to the event to see the stuff on Sony's 4K projector/TVs. Not to mention like all of us was watching it on a mostly sub-HD live stream with no HDR.
 
How is it that people here still haven't learned how to contain themselves when a big, hyped up thing is released? What's the deal with the GB insults?

Because not everyone is having the same experience as GB that's why.
 
Just hopping into the GB livestream. What's wrong with Jeff? Did he get sick from playing it? He seems very quiet and out of it. Brad asked him how he was doing and he said "just ok."
 
The eurogamer review mentioned he was in VR for 12 hours and there was no mention of tracking issues from the review I read..

So you just missed/skipped/ignored a whole chapter?

http://www.eurogamer.net/articles/digitalfoundry-2016-sony-playstation-vr-review

Tracking on a budget - PSVR's weakest link
Not included in the box is the PlayStation Camera, essential in tracking movement via PSVR's various light. In order to keep costs down, PSVR re-uses a couple of pieces of existing Sony technology - and there's the feeling that they are the weaker links in the chain. The camera is fine for desktop use, but its field of view appears somewhat limited in the living room, while the old camera design's lack of an appreciable base or stand can see the device veering off in odd directions based on the slightest movement of its cable. The revised design is the one to get if you need to buy the camera.

Secondly, PlayStation Move is the 3D controller of choice for PSVR. It's a design years ahead of its time, but it is beginning to show its age in terms of tracking quality - there's a degree of jitter here that feels a little unnatural, and there are occlusion problems too. Face away from the camera with the controllers in front of you and Move's bulbous RGB lights can't be tracked. Gyro sensor data is used to fill in the gaps, but it's often woefully inaccurate. I also found that the Moves often moved out of view to the left and right, further emphasising the somewhat restricted FOV from the PlayStation Camera. You quickly adjust, but every time tracking is lost, the immersive feeling is compromised and it can be an issue.
 
I also don't know why people are acting like only GB is bringing up the jittering.

It is a large part of kotakus review too

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That's not a really good example of jittering without seeing their hands as well. A lot of people's hands move about when holding something. I don't disagree that it exists, just that there has to be a better example than that.
 
I notice a LOT of the reviewers are basing limited software choices for PSVR on the limited number of titles they had available to actually test. Rating the whole thing on 2 full titles and a demo disc doesn't do the system justice. While I understand the necessity of comparing it to PC VR options, I feel like it should stand alone from that more than most of the reviews I have read handle. There is nothing else like this machine on consoles, period.
 
That's not a really good example of jittering without seeing their hands as well. A lot of people's hands move about when holding something.

he said his hands were still. Why would you not believe someone?

"This pervasive, low-level controller shudder exists in every PSVR game I’ve played. I’ve tested the layout of my living room, checked the lighting and made sure everything is clear, all to no avail. A few other people I’ve spoken with who have used a PSVR, including my colleague Stephen Totilo, have described a similar experience. It’s possible we have all failed to properly optimize some setting or other, but unlikely.

It’s easier to ignore controller shudder if you’re moving around and playing a game, but any time I’d pause to pick something up and examine it, I’d find it moving forward and backward by inches. It made me feel like I was having a seizure, which, given the tendency for VR games to induce nausea, is not a good starting point. (Speaking of nausea, I did have to stop a weekend session of Battlezone due to VR sickness, but I hesitate to draw too many conclusions from that. Stephen played more than I did and has had no issues.)
 
Metro review
In short: yes! Considering its price the PSVR is an extremely impressive bit of hardware and does almost everything the much more expensive headsets do – especially when used in combination with the camera and PlayStation Move. It works perfectly well when standing or sitting, and requires very little space to use.

Trying PSVR (or VR in general) for the first time is a literal eye-opener and one of the most important steps forward for video games technology since the move from 2D to 3D in the mid ‘90s. Being able to look around the game’s environment as if you’re really there adds enormously to the sense of immersion, and simply standing around admiring the game world can be an awe-inspiring experience all on its own.

One of the main benefits of Sony getting involved with VR is that they can bring the full brunt of their PlayStation experience to bear on the games, so there’s already an impressive launch line-up planned and support from almost every major publishers and developer.

At first a lot of games will be little more than tech demos and experiments, but these titles – such as Batman: Arkham VR – are priced accordingly and still well worth a look. And even on the first day you’ve got a wide variety of games, from sports titles such as pool sim Hustle Kings VR and football game Headmaster, to more complex games such as space combat simulator EVE: Valkyrie and racing sim Driveclub VR.

Some of these games we can’t talk about in detail until next week, but VR completely transforms a game like Driveclub. Where previously using the cockpit view in a car meant being stuck in a fixed view, looking out the front windscreen, here you can turn and look wherever you want. That not only adds to the immersion but makes it much easier to tell where other cars and obstacles are.

With two horror games in the line-up (Until Dawn: Rush Of Blood and Here They Lie), developers have also realised how much more effective VR is at scaring you, and there are many more such games planned for the future – including Resident Evil 7 (the existing demo doesn’t have a VR option yet but Capcom are releasing the prototype Kitchen demo next week).

But a lot of VR games are a lot gentler than that, and even simple puzzle games like the Jenga-inspired Tumble VR are a lot of fun to play around with in their own little worlds. While games such as Job Simulator are essentially played for laughs, and allow you to interact with a virtual world in ways that are impossible in ordinary games.
http://metro.co.uk/2016/10/05/playstation-vr-hardware-review-is-this-the-future-of-gaming-6171637/
 
It was obvious from Day 1 of its reveal that the PSVR's biggest weakness was going to be relying on reusing tech that wasn't originally made for VR performance (camera, Move) to get that affordable price point. At least it seems like the HMD itself is fantastic and the overall package is serviceable.
 
VR is so toxic on here, I genuinely thought people on GAF would be more open minded. GB shit on the rift and vive with their amazing streams and everyone seems to now take their PSVR stream as gospel...

I wouldn't say they shit on either the rift or the vive. If they did shit on something, it was the games avaliable for those 2 headsets. But in terms of the actual rift and vive, I don't think I've really seen them complain much about the actual devices other than getting use to the cord in the beginning.
 
That's not a really good example of jittering without seeing their hands as well. A lot of people's hands move about when holding something. I don't disagree that it exists, just that there has to be a better example than that.

Its in and out movement though, its super prominent in the GB stream.
 
That's not a really good example of jittering without seeing their hands as well. A lot of people's hands move about when holding something. I don't disagree that it exists, just that there has to be a better example than that.

I'm holding a piece of paper in front of my face right now and it's moving around more than that. FFS, people keep posting these gifs like "omg vr is toast" and I'm looking at them wondering what I'm supposed to be upset about? It's not perfect. Got it. Move controllers are over half a decade old, right? I thought it was understood that this comes with the territory given the price of PSVR.
 
I also don't know why people are acting like only GB is bringing up the jittering.

It is a large part of kotakus review too

ddh3zbohvun0n23rzsvv.gif

Not at all. The fact that a number of the reviews in the OP have complained of exactly this and others have made no mention, coupled with the Eurogamer tweet quoted on the GB stream saying a replacement unit resolved his issues, pretty much proves it is real but that it could be a flaw in some of these demo units rather than be indicative of PSVR full stop.

Looks like Batman has parkinson disease...

I tried not to laugh. Failed.
Isn't that a result of the accuracy of the Move controllers?

Probably. Move was never that great and is clearly the weakest link in PSVR, but an understandable compromise given how PSVR began life as a couple of moves strapped to someone's head or whatever (half remembering Marks' video!) Moves don't constantly jitter, but they definitely do drift over time. At least there's no constant zooming in/out as seen on the demo menu (which suggests the camera was finding it difficult to judge the distance of the headset, then again he was probably over 10ft away at the time, so...)
 
It's a really impressive system, particularly for the price they're asking for the headset.

It's always worth bearing in mind that at the moment we are still very much taking tiny little steps with all of these headsets at the moment and that generation 2 of VR will see some pretty major steps being taken beyond what we have at the moment.

I'll definitely be buying one of these over the next few months.
 
I also don't know why people are acting like only GB is bringing up the jittering.

It is a large part of kotakus review too

ddh3zbohvun0n23rzsvv.gif

We need to see their hands too.

That looks like someone's damn hand is naturally slightly shifting while holding something up, even if they think they are steady. Unless you're a surgeon trained for it I think almost no one has absolutely steady hands. To me it looks like it's picking up even the slightest shift, which is what it should be doing.

I mean maybe not without seeing the hands, but it seems pretty consistent.
 
Some positive stuff Giant Bomb have said:

- the headset is probably the comfiest they've used
- they're enjoying some of the software, Tumble VR in particular
 
I'm holding a piece of paper in front of my face right now and it's moving around more than that. FFS, people keep posting these gifs like "omg vr is toast" and I'm looking at them wondering what I'm supposed to be upset about? It's not perfect. Got it. Move controllers are over half a decade old, right? I thought it was understood that this comes with the territory given the price of PSVR.

That's pretty much what I was saying. That's a bad example of jittering.
 
mirror.co.uk

The big question.

I'd say that if you've already got a PS4 and don't mind shelling out for the headset (and then £20 - £50 for a couple of games) then definietly. And if you're a die-hard PlayStation fan then you've probably not even read this far and are online right now purchasing your headset.

But for the rest of us - there's another reason. As well as being a VR headset, the PSVR also doubles as a secondary display for your PlayStation. You can set it to cinematic mode and then just play any of your regular games as if you were watching a massive TV.

Throw a decent quality pair of headphones into the mix and you can comfortably block out the rest of the world and leave the TV free for your partner/flatmate/pet to watch whatever they want on it.
If you don't already own a PS4 then the question becomes a bit more tricky.

At present, I don't think PSVR should be your sole reason for getting the games console. Get one because it's got some great games and multimedia apps - VR will come down in price over time and there will be better games as well.

What the PSVR does do is give Microsoft's Xbox a tonne of work to do in swaying people who are undecided.

Lastly, if you're kind of interested in VR but not sure about making the jump, I'd recommend getting one of Google's Cardboard viewers for a tenner or so. It's nothing like as advanced as the PSVR but it'll give you a bit of a taster of what I've been talking about.

What's not in doubt is that virtual reality has arrived in a big way. And Sony's PlayStation currently offers the most attractive deal to be had when it comes to picking up a headset.
http://www.mirror.co.uk/tech/playstation-vr-review-virtual-reality-8981862
 
Not at all. The fact that a number of the reviews in the OP have complained of exactly this and others have made no mention, coupled with the Eurogamer tweet quoted on the GB stream saying a replacement unit resolved his issues, pretty much proves it is real but that it could be a flaw in some of these demo units rather than be indicative of PSVR full stop.

Aren't these launch units though?
 
I have read in several reviews how an hdmi cable runs from the little PSVR box to the tv. I am assuming that this allows the feature that allow others to watch what you are seeing in the headset on the tv screen.

My issue is that I have no open HDMI slots on my tv and don't want to get into constantly unplugging cables.

2 questions:

1. What if I don't plug the hdmi into the tv? Will PSVR work and just not allow it to be displayed on the tv screen? I am hoping this is the case because no one will ever watch me play PSVR.

2. Do you think I could plug it into my Xbox One and use it as a bypass?

Thanks for any feedback!
 
We need to see their hands too.

That looks like someone's damn hand is slightly shifting while holding something up. Unless you're a surgeon trained for it I think almost no one has absolutely steady hands. To me it looks like it's picking up even the slightest shift, which is what it should be doing.

I mean maybe not, but it seems pretty consistent.


"the problem isn't that it not accurate, but that it is TOO accurate!"
 
I'm holding a piece of paper in front of my face right now and it's moving around more than that. FFS, people keep posting these gifs like "omg vr is toast" and I'm looking at them wondering what I'm supposed to be upset about? It's not perfect. Got it. Move controllers are over half a decade old, right? I thought it was understood that this comes with the territory given the price of PSVR.
Might want to get that checked out!
 
We need to see their hands too.

That looks like someone's damn hand is naturally slightly shifting while holding something up, even if they think they are steady. Unless you're a surgeon trained for it I think almost no one has absolutely steady hands. To me it looks like it's picking up even the slightest shift, which is what it should be doing.

I mean maybe not without seeing the hands, but it seems pretty consistent.

so you would say only buy a psvr if you are a surgeon?
 
2 questions:

1. What if I don't plug the hdmi into the tv? Will PSVR work and just not allow it to be displayed on the tv screen? I am hoping this is the case because no one will ever watch me play PSVR.

2. Do you think I could plug it into my Xbox One and use it as a bypass?

Thanks for any feedback!
The HDMI cable from the PU to the TV also contains the regular PS4 gameplay signal. So it has to go into the TV.

You could plug it into the Xbox One but then that would result in higher input-lag in regular PS4 use.

In other words: PSVR doesn't cost an additional HDMI slot. If everything fits with a PS4 then it will continue to fit.
 
I have read in several reviews how an hdmi cable runs from the little PSVR box to the tv. I am assuming that this allows the feature that allow others to watch what you are seeing in the headset on the tv screen.

My issue is that I have no open HDMI slots on my tv and don't want to get into constantly unplugging cables.

2 questions:

1. What if I don't plug the hdmi into the tv? Will PSVR work and just not allow it to be displayed on the tv screen? I am hoping this is the case because no one will ever watch me play PSVR.

2. Do you think I could plug it into my Xbox One and use it as a bypass?

Thanks for any feedback!
I'm not sure about the first question, but wouldnt bypassing it through XB1 result in a ton of latency/input lag?
 
What is a joke about what I said? In 5-10 years VR will have matured and found its killer apps. The prices of the headsets on PC will have come down to affordable levels and the quality will have jumped pretty high. Look at all of my past comments on VR.

I have consistently said that mainstream VR is ~10 years away. I think it will also be a google daydream like device as well (wireless).

Yeah but comparing it to SNES and C64?
 
Next week on Gaming websites:

"Would you let a Surgeon operate on you using a VR unit?

Listen to what professional surgeons say about the 3 different VR headsets.
 
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