PSVR Review Thread

How is it going out of there way? If they develop the game to run optimally on the base ps4 at 1080p with a locked 30 fps they would have to go out of there way to make that game run better on the pro.

I can't see it being a big problem for developers bumping up the performance for the Pro...

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I'm so bored.
 
Have a question about space needed. I think I could muster up about 5.5 feet between me and the camera. I would have my display on a dinner table and have a wall right behind where I would be sitting. I don't think I would be able to stand up in that spot but sitting and using move controllers shouldn't be a problem. Is that a sufficient setup? Thanks for the help.
 
Have a question about space needed. I think I could muster up about 5.5 feet between me and the camera. I would have my display on a dinner table and have a wall right behind where I would be sitting. I don't think I would be able to stand up in that spot but sitting and using move controllers shouldn't be a problem. Is that a sufficient setup? Thanks for the help.

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Should be fine :)
 
For perspective, the Vive costs $~800 and the yet to be released Oculus Touch controllers cost ~$200 alone ($600 for the headset). None of us were ready for the sticker shock associated with them developing additional, new technology.

I don't own a PS4 or PS Move, so I'm spending $800 on a PS4 slim and the PSVR starter bundle in a few days.
 
And?

In the context of PSVR we're talking about supersampling. By no account is that a hardship that requires 10 years of 80+ hour work weeks.
If you use a popular game engine this will be the equivalent of a checkbox or a multiplier that you can even tune very conservatively.

And? And their workload is already piled on as is. Where do you think these extra people or extra hours come from on top of the extra hours developers are already working. It's not about how easy or difficult it is; it's about adding on more tasks to an already over burden development cycle. How are people not making this connection?
 
And? And their workload is already piled on as is. Where do you think these extra people or extra hours come from on top of the extra hours developers are already working. It's not about how easy or difficult it is; it's about adding on more tasks to an already over burden development cycle. How are people not making this connection?
I see no issue with people not buying the game because the developers didn't get the resources to, as in the case of Unity, go into the graphics options and clicking a higher quality anti-aliasing option and then tweaking two variables.

If that makes me a monster, then so be it.
 
This is the mentality of a selected few you guys are having "discussions" with I feel.

I've argued in other threads that there is competitive pressure on devs to do more than the bare minimum when it comes to supporting pro.

My post on the subject in this thread was just pointing out what is mandatory (1080p and same framerate) and that anything above that isn't guaranteed.
 
I don't own a PS4 or PS Move, so I'm spending $800 on a PS4 slim and the PSVR starter bundle in a few days.

Not saying you shouldn't buy the slim, but consider the PS4 Pro for another $100 a month later. For many PSVR games I see this being a significant upgrade. Of course no one really knows for sure yet how much the Pro's extra power will effect VR games.
 
I see no issue with people not buying the game because the developers didn't get the resources to, as in the case of Unity, go into the graphics options and clicking a higher quality anti-aliasing option and then tweaking two variables.

If that makes me a monster, then so be it.

If they're not going to buy a game because it's not slightly prettier, I'd think that's pretty sad but that's well within their right. I think people need to have their expectations in check though. People need to understand that Pro mode support consists on three things only.

1) The game detects which system it's running on.

2) The game runs at a minimum 1080p

3) The game doesn't run at a worse framerate.

Anything beyond that is not mandatory. Add in taking the Amy Hennig discussion and realize that developers in general are short on time, and short on resources, when something isn't mandatory and caters to a small audience, it's going to be deemed lower priority and when you're short on time to get a game out the door, especially if it means fixing a bug that affects everyone, the non mandatory, low priority feature is going to be one of the first things that gets set aside.

Everyone should keep their expectations in check and realize what Pro support really means combined with over burden developers.
 
I really hope amazon gets more they had to have had a ton of stock after those cancellations.

Ive got knee surgery this Tuesday and won't be driving to any stores.
 
I secured a pre-order from best buy yesterday, I'll be getting PSVR at launch but won't have anything to play on until the ps4 pro launches in November.
 
What are you talking about? It means they will be supported by both as in they will both run on the pro and the base. That does not mean in any way they are required to make the pro version run any differently or better which is what I was replying too.

I think you're being pretty disingenuous here, Zack.

The slides clearly said there is a base mode, which when running on a Pro is to switch off the extra processing available and run as an OG PS4.

Then there is Pro mode, which according to Cerny most developers will be expected to include in their games at launch after October (I'm guessing there will be time or dev size based exceptions to this, particularly for indie devs). Pro mode, so far as I can tell, means a baseline render resolution higher than 1080p, then for 4K output using the checkerboard process allegedly available in the hardware, or if outputting to a 1080p TV it'll be supersampled from the baseline render resolution.

Some devs may offer more - RotTR is a good example of 4K mode, plus two options for 1080p mode, a 30fps + ultra settings or an unlocked frame rate, targeting 60fps, but at the absolute bare minimum even without additional effort, the Pro mode will mean any 1080p device will benefit from improved IQ.
 
If they're not going to buy a game because it's not slightly prettier, I'd think that's pretty sad but that's well within their right. I think people need to have their expectations in check though. People need to understand that Pro mode support consists on three things only.

1) The game detects which system it's running on.

2) The game runs at a minimum 1080p

3) The game doesn't run at a worse framerate.

Anything beyond that is not mandatory. Add in taking the Amy Hennig discussion and realize that developers in general are short on time, and short on resources, when something isn't mandatory and caters to a small audience, it's going to be deemed lower priority and when you're short on time to get a game out the door, especially if it means fixing a bug that affects everyone, the non mandatory, low priority feature is going to be one of the first things that gets set aside.

Everyone should keep their expectations in check and realize what Pro support really means combined with over burden developers.

If devs are willing to make ultra high settings for PC games I don't see why they would be reluctant to make pro versions.
 
Marty Chinn said:
People need to understand that Pro mode support consists on three things only.
Those aren't the only 3 things though.
Mind you I'm not disagreeing that the nature of improvements for Pro aren't going to be a high-priority, but then again, for applications targeting VR, there's obvious improvements that are dramatically less labor intensive than the 4k modes on 2d games.
 
Just tried the PSVR demo unit at a Best Buy. Im completely sold on it and I love it. My body, however, does not. 3 minutes into a match of RIGs and I felt like I was gonna hurl if I kept going. It's a shame, because the tech seems so cool. When my mech jumped, my stomach lurched like I was really flying through the air. Hope other people can enjoy this I guess.
 
Just tried the PSVR demo unit at a Best Buy. Im completely sold on it and I love it. My body, however, does not. 3 minutes into a match of RIGs and I felt like I was gonna hurl if I kept going. It's a shame, because the tech seems so cool. When my mech jumped, my stomach lurched like I was really flying through the air. Hope other people can enjoy this I guess.


You just need more vr hrs to get some vr legs
 
Just tried the PSVR demo unit at a Best Buy. Im completely sold on it and I love it. My body, however, does not. 3 minutes into a match of RIGs and I felt like I was gonna hurl if I kept going. It's a shame, because the tech seems so cool. When my mech jumped, my stomach lurched like I was really flying through the air. Hope other people can enjoy this I guess.

Sony should have setup a VR comfort rating like the Rift has. Not every game is going to affect you the same.

Also, different people are susceptible to different types of motion in VR. I'm using the demo disc to test out RIGS and Eve.
 
I just hope Amazon doesn't take forever to ship. Says arriving by 19-22nd but still...would be nice for this weekend since there's a Amazon warehouse nearby.
 
Sony should have setup a VR comfort rating like the Rift has. Not every game is going to affect you the same.

Also, different people are susceptible to different types of motion in VR. I'm using the demo disc to test out RIGS and Eve.
I think most games (like RIGS) will have their own comfort rating settings within the game. But yeah, it'd be nice to be able to set them at a system level and the games automatically use them.
 
I think most games (like RIGS) will have their own comfort rating settings within the game. But yeah, it'd be nice to be able to set them at a system level and the games automatically use them.

The comfort rating isn't a game setting, it's more like the ESRB rating. It's to give you an idea about the content before purchase.
 
I thought the PSVR was sold out for quite a while? Is there actually going to be retail stock at launch?

Yes there will be stock in almost every retail location. You have people so invested in the PSVR they started making comments here that it is sold out for the entire year and if you don't have a pre-order you are SOL. Well that is not true as many retailers will have some stock for those that do not have a pre-order.
 
Yes there will be stock in almost every retail location. You have people so invested in the PSVR they started making comments here that it is sold out for the entire year and if you don't have a pre-order you are SOL. Well that is not true as many retailers will have some stock for those that do not have a pre-order.

We've had reports the number available per retailer is quite low though.
 
Just tried the PSVR demo unit at a Best Buy. Im completely sold on it and I love it. My body, however, does not. 3 minutes into a match of RIGs and I felt like I was gonna hurl if I kept going. It's a shame, because the tech seems so cool. When my mech jumped, my stomach lurched like I was really flying through the air. Hope other people can enjoy this I guess.

Can you sit while playing? I played it at Playstation expo and was fine while sitting. Standing while playing VR has terrible consequences.
 
My wife is insisting on getting me something big for my 30th (at the end of October) -and since I don't have anything else to ask for I told her to get me a headset. No idea how hard they'll be to come by. One guy on cheap ass gamer was posting random Best Buy stock and it seemed higher than expected
 
Ended up canceling my preorder. I'm confident about the hardware being great, but the games are just not there yet.

I'll jump back in whenever Farpoint, GTS and AC7 are all out.
 
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