PSVR Review Thread

Most everything I've seen are just like PC games, extended tech demos. RE7 and Driveclub VR blow everything else out of the water just from previews. I don't want lame tech demos.

Hoping something surprises me but right now the only thing I have to look forward to is Driveclub VR.

not interested in rigs? it's pretty much the only real, full, built from the ground up VR game on PSVR at launch...well, that and battlezone.
 
People were also optimistic about Kinect at launch despite its issues. Seems like a very bad time to put that much money on something that may or may not ever work as well as you'd hope.

I mean, why not buy it, if it doesn't work as expected, return it for a full refund? It seems odd to just assume the worst
 
Keza MacDonald from Kotaku UK:

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https://twitter.com/kezamacdonald/status/783675405765050368
https://twitter.com/kezamacdonald/status/783676424888655872
 
not interested in rigs? it's pretty much the only real, full, built from the ground up VR game on PSVR at launch...well, that and battlezone.

Yes, day one I think I get Rigs, Battlezone and Driveclub. Real full games. Experiences are a plus, but full games are the main course.
 
So at this point a summary would be:

it's a good value VR HMD, especially if you already own the console

Delivers presence.

games line-up is good;

Move tracking is...well, Move tracking. Depth tracking is still an issue.

Some reviewers and GB possibly had faulty units (HMDs or cameras?) which may have both exacerbated Move tracking issues and caused HMD tracking issues.

That the HMD tracking issues were only mentioned on a couple of reviews and some users have had long extended periods using it without those problems indicates there's an issue affecting some of the review units.
 
Most everything I've seen are just like PC games, extended tech demos. RE7 and Driveclub VR blow everything else out of the water just from previews. I don't want lame tech demos.

Hoping something surprises me but right now the only thing I have to look forward to is Driveclub VR.
Hyperdriftcube and thumper both have very high scores from IGN I believe.

I think I'm gonna wait for Pro version of DCVR
 
Do we be able to record the 120hz 1080p psvr headset display or only capture the seperate TV 720p 30fps display? Through the breakout box
 
Looking at some vids and the Move tracking is the real stinker. Real bummer that they decided to go with those. They practically never seem to hold really still.
 
Looking at some vids and the Move tracking is the real stinker. Real bummer that they decided to go with those. They practically never seem to hold really still.

I saw multiple videos (see digital foundry for example) where PS Move tracking is 1:1 with no jitter, so it must be a bad setup problem. You probably have to stand closer.

https://www.youtube.com/watch?v=3zIz0l98Wac

Go 7:30 there's no jitter and he plays Tumble VR. There's no problem with the tracking if set up correctly.
 
Sooo reading the IGN game reviews... I think Dan Stapleton actually knocked VR Worlds for being a bundle instead of separate games sold separately.

Probably just poorly worded though.
 
I saw multiple videos (see digital foundry for example) where PS Move tracking is 1:1 with no jitter, so it must be a bad setup problem. You probably have to stand closer.

Seems like there are a lot of variables than can be a factor here. Distance from the camera, lighting conditions, your angle of view compared to the camera (sitting/standing) may all play a role.

I'm going to be interested to see how it goes for me personally. I'll be playing mostly seated, and I'll probably turn off the lights, which I do normally when playing games anyway, and some of the reviews have stated dimmer environments help a lot with tracking issues, so we'll see.
 
So at this point a summary would be:

it's a good value VR HMD, especially if you already own the console

Delivers presence.

games line-up is good;

Move tracking is...well, Move tracking. Depth tracking is still an issue.

Some reviewers and GB possibly had faulty units (HMDs or cameras?) which may have both exacerbated Move tracking issues and caused HMD tracking issues.

That the HMD tracking issues were only mentioned on a couple of reviews and some users have had long extended periods using it without those problems indicates there's an issue affecting some of the review units.

Sounds good. I can't wait for mine to arrive.
 
Most everything I've seen are just like PC games, extended tech demos. RE7 and Driveclub VR blow everything else out of the water just from previews. I don't want lame tech demos.

Hoping something surprises me but right now the only thing I have to look forward to is Driveclub VR.
Rez, here they lie, rigs, superhyper cube, thumper, tumble, battle zone - none of those are tech demos...
 
So at this point a summary would be:

it's a good value VR HMD, especially if you already own the console

Delivers presence.

games line-up is good;

Move tracking is...well, Move tracking. Depth tracking is still an issue.

Some reviewers and GB possibly had faulty units (HMDs or cameras?) which may have both exacerbated Move tracking issues and caused HMD tracking issues.

That the HMD tracking issues were only mentioned on a couple of reviews and some users have had long extended periods using it without those problems indicates there's an issue affecting some of the review units.

I don't think they have faulty hardware, just a faulty setup. I've heard quite a couple of hands-on impressions and so far they all praised the excellent tracking system. I asume lighting and distance are the two major issues here.
 
I saw multiple videos (see digital foundry for example) where PS Move tracking is 1:1 with no jitter, so it must be a bad setup problem. You probably have to stand closer.

https://www.youtube.com/watch?v=3zIz0l98Wac

Go 7:30 there's no jitter and he plays Tumble VR. There's no problem with the tracking if set up correctly.

I'm a huge supporter here, but you're just wrong. No one is saying it is bad 100% of the time but tracking is an issue. It's not-consistent, which might be a bigger issue because that shows that it isn't the set up. It shouldn't go from working perfectly to not if your set up hasn't changed, but it does.
 
Seems like there are a lot of variables than can be a factor here. Distance from the camera, lighting conditions, your angle of view compared to the camera (sitting/standing) may all play a role.

I'm going to be interested to see how it goes for me personally. I'll be playing mostly seated, and I'll probably turn off the lights, which I do normally when playing games anyway, and some of the reviews have stated dimmer environments help a lot with tracking issues, so we'll see.

Yes, you're right, it may be the light more than stepping closer... It needs some effort but when set up correctly it doesn't seem bad.

I used PS Move on PS3 anyway and it worked pretty well. The table tennis game was more or less 1:1 with no jitter.
 
I don't think they have faulty hardware, just a faulty setup. I've heard quite a couple of hands-on impressions and so far they all praised the excellent tracking system. I asume lighting and distance are the two major issues here.

tested's video did seem to be in a VERY bright white room. GB with a greenscreen behind them and about 12 ft away lol. they're pretty non-standard set ups to be fair so it probably didn't help
 
I don't think they have faulty hardware, just a faulty setup. I've heard quite a couple of hands-on impressions and so far they all praised the excellent tracking system. I asume lighting and distance are the two major issues here.

Apparently there was a tweet from an EG journo on one of the GB guy's streams saying they had the same issue & a replacement unit fixed it.

Rich reported he spent 12 hours in the thing, which I doubt he could do experiencing the same issues as the GB guys.

Also - GB previewed Superhypercube with none of the issues they've had today, so *shrugemoji*
 
I'm a huge supporter here, but you're just wrong. No one is saying it is bad 100% of the time but tracking is an issue. It's not-consistent, which might be a bigger issue because that shows that it isn't the set up. It shouldn't go from working perfectly to not if your set up hasn't changed, but it does.

If some people manage to make it work perfectly it probably means the issue is not the tracking itself but the tracking setup...

Did you use PS Move on PS3 ? It worked pretty well. 1:1 with no jitter. I know, I bought it. I don't see why it would have got worse on PS4, it's the same camera and the same controllers.

Now you've got to set it up correctly, it's certainly touchy.

Then you've got occlusion issues, those ones are real (when you move around, look behind and so on), but PSVR is mostly a seated VR so it's nothing surprising.
 
tested's video did seem to be in a VERY bright white room. GB with a greenscreen behind them and about 12 ft away lol. they're pretty non-standard set ups to be fair so it probably didn't help
But the units aren't being tested for the first time in those studios. They were reviewed in people's homes as well. You know, where we will be playing them
 
PlayStation-VR-Headset
Linking in to this, the head-tracking is perfectly 1:1. I didn’t feel like the device was letting me down at any point even during the intense racing of DCVR — it does feel like how your eyes would perceive regular life, so pass marks to Sony for the sensation of immersion created with the movement capture. Immersion is the key attribute PSVR needs to feel like reality and unfortunately there’s one key area, arguably the most important, that lets the device down in my eyes: the display. The PSVR uses a 1920 x RGB x 1080 resolution on it’s OLED screen and it simply doesn’t feel like it’s enough.
(...)
PSVR is a fine entry-level starting point for those who want to get involved, whilst not being disheartened by the many technicalities that unfortunately hinder the experience.

Stay tuned for our first-hand experience with Driveclub VR tomorrow!

https://www.gtplanet.net/gtplanets-hands-on-impressions-with-playstation-vr/
 
I don't think they have faulty hardware, just a faulty setup. I've heard quite a couple of hands-on impressions and so far they all praised the excellent tracking system. I asume lighting and distance are the two major issues here.

Brad and Jeff have had the same issues at home, not just in the studio.
 
If some people manage to make it work perfectly it probably means the issue is not the tracking itself but the tracking setup...

Did you use PS Move on PS3 ? It worked pretty well. 1:1 with no jitter. I know, I bought it. I don't see why it would have got worse on PS4, it's the same camera and the same controllers.

Now you've got to set it up correctly, it's certainly touchy.

Then you've got occlusion issues, those ones are real (when you move around, look behind and so on), but PSVR is mostly a seated VR so it's nothing surprising.
But it goes from working perfectly to not working without the conditions changing. What could possibly account for that from a set up perspective.

Also this tech is a lot more involved. Your tracking a headset, as well either 2 move controllers or a DS4. Having to track multiple points could 100% account for the different between PS3 and VR move issues.
 
There is a little jitter there and a lot in the other games shown.

The jitter is minimal, nothing like on GB.

I don't need videos to know PS Move has minimal jitters I used it multiple years on PS3 with the same camera and the same controllers.

Lol it looks like we're talking about a new product. PS Move has been out for years.
 
Made up my mind to sit out first gen hardware to wait and see if it is profitable enough for second generation software. If it is I will look to buy second gen hardware when it comes out but am skeptical.
 
Reviews pretty much aligned to my thoughts when I tried it. Not bad for the price, but controls are pretty bad using legacy hardware and resolution leaves much to be desired. Still cautiously optimistic that it can weather the storm with limited content, but it's clear this is no mainstream product yet.
 
"If you drop a key in Batman: Arkham VR and try to pick it up, your hand will simply disappear as you reach out of the frame and the key will reappear on the piano in front of you"

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Source: http://kotaku.com/playstation-vr-th...m_source=Kotaku_Twitter&utm_medium=Socialflow
Honestly, the fact that the game puts you in a position to pick up a dropped key on the floor undersells the thing much more than the wonky tracking.

Like seriously, in a batman game nonetheless, you can't think of anything more interesting than picking a key up?
 
The jitter is minimal, nothing like on GB.

I don't need videos to know PS Move has minimal jitters I used it multiple years on PS3 with the same camera and the same controllers.

Lol it looks like we're talking about a new product. PS Move has been out for years.

Yeah, I've seen vids of shaky Move pointers years ago.
 
Honestly, the fact that the game puts you in a position to pick up a dropped key on the floor undersells the thing much more than the wonky tracking.

Like seriously, in a batman game nonetheless, you can't think of anything more interesting than picking a key up?
"I didn't drop the key, I swe-

SWEAR TO KEY
"
 
The main problem with PS Move on PS3 is that it starts to drift almost instantly when you move it around, which seems to be a hardware issue.
They never managed to fix this on PS3; depending on the type of PS3 game you are playing, you constantly need to recalibrate Move (eg. when playing lightgun PS Move games).

Since Sony decided not to create a new and better spacial tracking hardware, hopefully this means that they have found a way to fix this issue with better software and using the new 3D PS4 camera.

That having been said, I never had issues with jitter using PS Move on PS3, just drift.
 
But it goes from working perfectly to not working without the conditions changing. What could possibly account for that from a set up perspective.

Also this tech is a lot more involved. Your tracking a headset, as well either 2 move controllers or a DS4. Having to track multiple points could 100% account for the different between PS3 and VR move issues.

The setup light could explain that (too much light).

Tracking a headset and 2 PS Move doesn't change the result. It's not a big burden for a machine like the PS4 (in terms of processor time, it's basically nothing) so everything you know about PS Move stays true when used here.
 
If some people manage to make it work perfectly it probably means the issue is not the tracking itself but the tracking setup...

It doesn't have to be "bad setup" or "hardware issue", it can be a combination of both. Take the Vive for example. For some people, it works absolutely flawless. For me, it's great 90% of the time, but every once in a while the hand just floats away from me. Why? I suspect because of windows in the room I use it in.

Now, that's theoretically a "setup" thing, because I could just not have windows, but it's also a limitation of the hardware, and it's worth noting it. Both Brad and Jeff say they've noticed these things on two different headsets at home and in the studio. Could it be they're all bad setups? Sure, but then the question becomes what's a good setup, and how easy is it for people at home to achieve it. Again, I never heard anyone complain about the Vive tracking during reviews, but since it has come out, there are definitely others out there with a similar experience (or worse) to my own. Out in the real world, people have all sorts of living rooms, and these things need to accommodate a fairly wide array of spaces to be effective. In a week or two, we'll have a much better understanding of the limitations of the PSVR and whether these tracking issues are common.

Also, and this is clearly just my opinion, but I feel like every time there's something new out there, people watch the Giant Bomb (or in the past Gamespot) guys and get mad at them for "not putting in enough effort" or "showing it off in the worst way", and most of the time they've been totally right about things (see: Wii, WiiU, Kinect, Vive/Oculus).
 
The setup light could explain that (too much light).

Tracking a headset and 2 PS Move doesn't change the result. It's not a big burden for a machine like the PS4 (in terms of processor time, it's basically nothing) so everything you know about PS Move stays true when used here.

Where are you getting your information from? Of course tracking multiple points would change the performance. It could be an issue with the camera or the way the PS4 is tracking. It's not like the PS4 is doing nothing but tracking the light. It's also you know running a VR game...
 
I agree with the Eurogamer review, releasing the PSVR so close to the Pro might screw with its sales a bit. Really curious if that will come true though, this should be a weird end of the year.
 
Where are you getting your information from? Of course tracking multiple points would change the performance. It could be an issue with the camera or the way the PS4 is tracking. It's not like the PS4 is doing nothing but tracking the light. It's also you know running a VR game...
TTP's youtube channel, the most indepth of Move channels.

He is the only authority on the Move that isn't working for Sony.

Nothing that Krisprolls is saying in this case is in any way controversial if you know about Move tech.

A calibrated PS3 setup without an interpolating game doesn't have the jitter that is being seen on these gifs. It just doesn't happen.
 
It doesn't have to be "bad setup" or "hardware issue", it can be a combination of both. Take the Vive for example. For some people, it works absolutely flawless. For me, it's great 90% of the time, but every once in a while the hand just floats away from me. Why? I suspect because of windows in the room I use it in.

Now, that's theoretically a "setup" thing, because I could just not have windows, but it's also a limitation of the hardware, and it's worth noting it. Both Brad and Jeff say they've noticed these things on two different headsets at home and in the studio. Could it be they're all bad setups? Sure, but then the question becomes what's a good setup, and how easy is it for people at home to achieve it. Again, I never heard anyone complain about the Vive tracking during reviews, but since it has come out, there are definitely others out there with a similar experience (or worse) to my own. Out in the real world, people have all sorts of living rooms, and these things need to accommodate a fairly wide array of spaces to be effective. In a week or two, we'll have a much better understanding of the limitations of the PSVR and whether these tracking issues are common.

Also, and this is clearly just my opinion, but I feel like every time there's something new out there, people watch the Giant Bomb (or in the past Gamespot) guys and get mad at them for "not putting in enough effort" or "showing it off in the worst way", and most of the time they've been totally right about things (see: Wii, WiiU, Kinect, Vive/Oculus).

Yes, sure, it's a combination of hardware limitations and bad setup. But if you can make it work by chosing the good conditions (light, distance), then why is it a problem ?

People are making fun of GB (which is a reviewer among hundreds, I don't know why people worship them...) because they look bored and negative as fuck in everything they do. Here they definitely chose a bad setup and then complain about the product. You've got laughable pics about that in the other thread, he sat very far away and didn't even read the screen with the setup help, that's recipe for disaster.

Especially with tons of light and a flashy green background. How is it not a lack of effort ? They could have googled PS Move it's been out for years.

And why should I care more about GB than the tons of other reviews ? I don't understand. Averages are 8+ or 9+ /10, that's pretty fine.
 
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