Tchu-Espresso
likes mayo on everthing and can't dance
I'm too much of a baby to play RE in VR but happy others take to these experiences in VR.
I feel like there is a learning curve to the stock pads but that being said this pretty much eliminates the criticisms you've been giving.It's not but I want to try out some strap mods.
ehhh... maybe you are right. I should probably skip it altogether
Looks much betterI feel like there is a learning curve to the stock pads but that being said this pretty much eliminates the criticisms you've been giving.
Globular Cluster CMP2 Comfortable Mod for PS VR 2 - Sweet Spot Keeper- Weight Balancer-Soft Forehead Pad-Bigger Softer Anti-Slip Rear Pad https://a.co/d/8ZWzHvo
You need to try Ultrawings 2 when it's released soon for PSVR2. Believe me you don't want to live without it!Yeah, as someone who loves GT7, the PSVR2 has become pretty much essential for me now. Red Matter 2 is also a must play on PSVR2, if a little short lived, which is the only issue I have with the majority of games released so far.
I've also never owned any other headset, so games like Beat Saber have also been a relegation for me, but I get where you're coming from if you already have multiple VR headsets.
I'm really looking forward to Ultrawings 2!Releasing demo versions for VR games are way to go! Hopefully more developers will do this if they can because it's very important for VR.
You need to try Ultrawings 2 when it's released soon for PSVR2. Believe me you don't want to live without it!![]()
The lenses are a huge deal. The only people who would say they aren't, have not tried the Quest 3. The pancake lenses are transformative. The entirety of your peripheral vision is clear, which allows for natural eye movement when scanning an environment. As mentioned before, the decision to go with frenal lenses greatly diminishes the impact that eye tracked foveated rendering can bring. I'm getting a PSVR2 as well so i accept its shortcomings in this department.None of those are a big deal
The lenses are a huge deal. The only people who would say they aren't, have not tried the Quest 3. The pancake lenses are transformative. The entirety of your peripheral vision is clear, which allows for natural eye movement when scanning an environment. As mentioned before, the decision to go with frenal lenses greatly diminishes the impact that eye tracked foveated rendering can bring. I'm getting a PSVR2 as well so i accept its shortcomings in this department.
What's transformative is not playing on mobile hardware and having eye tracked foveated rendering
Once psvr2 is in place it looks clear
I should have figured that you would take the conversation somewhere else, because your initial position was pretty uninformed. There are concessions for every decision made. The lens choice was a huge concession. PSVR2 is an awesome kit for sure, but if you have experience with other headsets, it's flaws are immediately apparent. Again, this isn't a either or thing, PSVR2 can be great even with its flaws and questionable decisions that went into its design.What's transformative is not playing on mobile hardware and having eye tracked foveated rendering
Once psvr2 is in place it looks clear
I should have figured that you would take the conversation somewhere else, because your initial position was pretty uninformed. I didn't even bring up the advantages and disadvantages of a halo strap design, there is not one solution that is better all around.
Ive owned psvr1 and now 2, and assassins creed does not look mobile at all, and it's the first quest 3 game, actually it runs on quest 2 which is more impressive.
But Pcvr on quest 3 is what is fucking great though. I've been playing cyberpunk/titanfall 2 VR recently and I'm not looking forward to going back to psvr2 lenses and wired. Even though re4 will be great and worth it.
The lenses are a huge deal. The only people who would say they aren't, have not tried the Quest 3. The pancake lenses are transformative. The entirety of your peripheral vision is clear, which allows for natural eye movement when scanning an environment. As mentioned before, the decision to go with frenal lenses greatly diminishes the impact that eye tracked foveated rendering can bring. I'm getting a PSVR2 as well so i accept its shortcomings in this department.
I would never look forward to an unwired experience if it introduces artifacts and latency. It's fine for something like Playstation Portal, it's not fine for a VR Headset.
Quest 3 plays great wireless for me via PC VR over Steam Link or Virtual desktop. No artifacts at all, no matter how much motion I put at it (spinning fast circles, particle effects over the whole screen, etc).
Nice, for the twenty odd PSVR2 owners![]()
I find that hard to believe, but I don't have a gaming PC anyways, so getting a quest would be of little use to me.
How can remote play in general bring artifacts and latency but Quest 3 somehow doesn't in a huge VR environment where latency is key?
Not sure what you mean, but the latency for encoding is like 1ms, and decoding around 9ms I think. I don't even have the fastest PC or WiFi 6, but I have no trouble getting used to the latency of Half-Life 2 wireless. To me it doesn't feel any different than RE:Village felt on PSVR2 and that was wired.
Visually I can see no artifacts either, again and I have played a number of wired PSVR2 games. The biggest difference I notice on Quest 3 is the lack of HDR/OLED/blacks. And lack of mura from PSVR2/better clarity.
The Playstation Portal introduces around 80ms of latency
You are conflating "major issue" with vastly inferior. If you would take off the fanboy armor for a moment, I am not attempting to attack the PSVR2. I am pushing back against your assertion that the lenses "are not a big deal". If this were the case, you wouldn't have EVERY player in the VR space (besides Sony) looking for alternatives. I have yet to come across someone, who has tried good pancake lenses, that would share your sentiment. It's 2023 and the VR market is leaving frenal behind and for good reason.It's not an uninformed post. Unlike you, I own a PSVR2 and have owned headsets without frenal lenses. Once you get into the sweet spot it's simply not a major issue, certainly far less important than those other factors I mentioned.
If I came across as I was attacking PSVR2, then that's my mistake. The PSVR2 has many advantages over the Quest 3. My point was to express how much better the pancake lenses are, and to imply that PSVR2 would have been much better if it included them.I agree but I also think for VR games I find the PSVR2 just as immersive as the Quest 3. The lack of edge to edge clarity doesn't negatively impact me that much in a VR game. At least not AAA games like Village / RE4. Maybe some instances of text being annoying, but in the game world itself, your peripheral vision is naturally less focused than what's front and center - the sweet spot.
That said the Quest 3 is a massive improvement over clarity from PSVR2 I'd agree.
I would never look forward to an unwired experience if it introduces artifacts and latency. It's fine for something like Playstation Portal, it's not fine for a VR Headset.
Look up "Nock". It's available for both Quest and PSVR2. Hidden gem for sure and it's only $10 (in the US). I know this was unsolicited, but I'm trying to get the word out so it can have more players. It's ice skating on the moon, mixed with bow and arrows, mixed with rocket league/soccer.I own a psvr 2 and a Quest 3 and personally I still prefer the former because of the better graphics, but I have to admit that even though the psvr 2 lenses have much better colors and blacks I would totally replace it with pancake lenses. Not having to worry about finding or keeping the sweet spot is a big deal.
VR is a peculiar beast when it comes to latency tolerance.I would never look forward to an unwired experience if it introduces artifacts and latency.
If I came across as I was attacking PSVR2, then that's my mistake. The PSVR2 has many advantages over the Quest 3. My point was to express how much better the pancake lenses are, and to imply that PSVR2 would have been much better if it included them.
Fair enough. For me the lens situation isnt a deal breaking, yeah it would be more ideal if PSVR2 had a different set-up but for me personally once i'm locked in it looks great and clear
What a weird test to suggest for a VR device.Now set a max size cinema mode screen, and play something with text along the edges, preferably white text on a black background. And in a pretty small font. Try and read the text without moving your head, only move your eyes and keep your head centered so the whole screen is visible.
It's pretty much impossible. Any time I loaded up DQXIS full screen in cinema mode all the status/UI text in the corners was actually illegible. On a pancake lens set like the Quest 3, that comes over crystal clear, like as if it were in the center of the screen.
In VR games, not flat games, it's usually not something you encounter, focusing in on the edges of the display.
What a weird test to suggest for a VR device.
Well, unless I'm watching a foreign film that has subtitles on the edge of the screen, I can't imagine it would be too much of a big deal in the grand scheme of things.Lots of people use VR devices to act in place of a TV or watch movies though. One of the selling points of the PSVR2 was you could play regular games with it as well, and IMO it doesn't deliver the IQ needed to do that for flat games to a level that I'm satisfied with.
Well, unless I'm watching a foreign film that has subtitles on the edge of the screen, I can't imagine it would be too much of a big deal in the grand scheme of things.
It is one of the cleanest best looking ways to play the original, I think it looks great, especially with how crystal clear it is on the Quest 3!
Yeah the Quest port of RE4 is incredible. It feels exactly like you've been teleported inside the original game.I found it surprising that even if a game is simple geometrically, that as long as it has steady performance it can be extremely immersive. I stayed away from RE4 Quest because I thought the low polygon count, and aged textures would be an issue. Not at all, it looks great and feels great. IMO
Edit: here is a discount link if someone wants to jump in and give it a shot. www.Linktr.ee/markgulfcoast
The doll house broke me.
Not at all, our eyes take in an image by darting around, even when our head is in a stationary position. Having to move your head around while keeping your eyes mostly centered to resolve detail, has been a issue that VR manufacturers have been actively attempting to solve. It doesn't take away much when in a true immersive experience, but is an important problem to solve if one is using the headset for traditional flat content.What a weird test to suggest for a VR device.
If you have not yet, download the "Jedi Knight II" pack from sidequest. It's really done well, and handling a light Saber in VR is always awesome.Yeah the Quest port of RE4 is incredible. It feels exactly like you've been teleported inside the original game.
I love classic-to-VR experience like that, including the TeamBeef ports or the Half Life 2 port which is now by far the best way to experience the game; I can't even imagine HL2 without it ever again.
The RE4 remake in VR will be impressive in a different way, but it doesn't make the faithful port of the original obsolete or anything. They have different purposes.
I haven't tried it, but since Jeff almost broke me, I think it would be a challenge.
On PSVR2 there could be some constraints needed for eye tracking, which needs to be fast on the rendering pipeline even for 120 fps games (which have a frame rendering time of around 8 milliseconds, and the rendering pipeline needs to track the eye position and send the input position to the rendering pipeline before the actual rendering starts, so in the initial moments of those 8 milliseconds. In order for it to be possible, accurate coordination per frame is needed, or multiple high frequency eye samples per second, at least 240 to 480). While 20 milliseconds of latency are enough to avoid perceivable latency in VR, eye tracking for foveated rendering needs to have much lower latency (especially for 120 fps games). Since PSVR2 target is next gen fidelity VR, the tech itself could be engineered around that goal before anything else. And after all, the fact that a 500 dollars console ios able to produce the best versions of many VR games like Saints&Sinners and others, even compared to their 3080 versions on pc, is in itself a huge success, and more than I hoped for. What I'd like to see different would be the presence of pancake lenses which don't hamper OLED luminosity (if they exist), and wide support for hybrid games. That would make this PSVR gen perfect.Oh, I only get around 50 at worst (though some people say they don't believe VD numbers), and again my setup isn't ideal, I do believe you could get it quite a bit lower with better equipment. But it really doesn't matter much, because either way, the experience I've seen with it so far is identical to how it looks and feels wired in a FPS like RE:Village. I do think those types of games are more forgiving though, but it all just feels totally great, nothing seems delayed to me. I haven't put a ton of time in to PC VR yet, but I don't think I'd have been able to walk around and play Half-Life 2 for an hour without issue if things weren't ok.
I wonder if Chiaki has less lag than PS Portal? I know just the OLED in general offers benefits from what I've seen - Steaming on the OLED looks much clearer than the LCD for instance due to how much faster OLED refreshes.
But that HDR. Damn if I'd ever give it up. I'll take the OLED Deck with Chiaki + HDR over the Portal any day myself.
On PSVR2 there could be some constraints needed for eye tracking, which needs to be fast on the rendering pipeline even for 120 fps games (which have a frame rendering time of around 8 milliseconds, and the rendering pipeline needs to track the eye position and send the input position to the rendering pipeline before the actual rendering starts, so in the initial moments of those 8 milliseconds. In order for it to be possible, accurate coordination per frame is needed, or multiple high frequency eye samples per second, at least 240 to 480). While 20 milliseconds of latency are enough to avoid perceivable latency in VR, eye tracking for foveated rendering needs to have much lower latency (especially for 120 fps games). Since PSVR2 target is next gen fidelity VR, the tech itself could be engineered around that goal before anything else. And after all, the fact that a 500 dollars console ios able to produce the best versions of many VR games like Saints&Sinners and others, even compared to their 3080 versions on pc, is in itself a huge success, and more than I hoped for. What I'd like to see different would be the presence of pancake lenses which don't hamper OLED luminosity (if they exist), and wide support for hybrid games. That would make this PSVR gen perfect.
It's Capcom CGD1 themselves. Armature developed the RE4 Quest 2 port because it was licensed to (and funded by) Meta. They even published that specific version.An american team (Armature Studios) developed the RE4 VR port for the Quest. It is one of the best ports/games on the platform. I can't find confirmation on who exactly is working on this port, but we don't know if it's a Japanese team atm.
I couldn't find info pointing to any dev team. That's dope though that their team is working on it. Not taking anything away from Armature, because they did an awesome job.It's Capcom CGD1 themselves. Armature developed the RE4 Quest 2 port because it was licensed to (and funded by) Meta. They even published that specific version.
It will probably be, it was the case for RE7. PSVR2 still wasn't around when RE8 came out, and you could say the VR team was busy with that game, so that's why they couldn't get RE4R at launch.How amazing would it be if the next mainline RE Gabe is VR enabled at launch?
Maybe? But there doesn't seem to be much in the way of evidence to support this claim, and a surprising amount of evidence against it. Games literally look better on PSVR2 vs any PC equivalent. Just admit the large advantage that foveated rendering gives to PSVR2.So no, I don't think the PSVR2 trumps the PC VR running of 4000-series GPUs. Certain games may not be taking advantage of the PC hardware, and if RE4 VR was also being released on PC VR, it would be better than on the PS5. 120 fps, as high res as you want, and more/higher quality graphic options, all without ETFR.
Maybe? But there doesn't seem to be much in the way of evidence to support this claim, and a surprising amount of evidence against it. Games literally look better on PSVR2 vs any PC equivalent. Just admit the large advantage that foveated rendering gives to PSVR2.
Are you referring to PrayDog? If so, you're the first person I've found who is not turning the settings way down for performance.You can play RE4 on PC today, in higher quality than the PS5 runs it, I don't think you need any evidence, that is pretty much a given - PC >>>> PS5. Framerate, res, graphic options - yeah, a $1000+ GPU is going to beat an entire console at half the price. Beamdog's mod takes the RE/Unreal Engine games to VR, so it is still the same PC game with all the PC settings, at higher quality.
Are you referring to PrayDog? If so, you're the first person I've found who is not turning the settings way down for performance.
You can run it at those settings on a 2D screen. Not in VR though. You would need to spend about 2k on a GPU that came out long after the PS5 came out (at $400) just to compete. Thats the advantage of FR. If you're not impressed by that I don't know what's wrong with you.Yeah, my bad, but what I'm saying is right now - you can play RE4 Remake at 120fps on a PC with all Ultra settings, far beyond what you get from a PS5. So given that, that a PC runs circles around the PS5 - why would I ever believe a PC running the same exact game on the PS5 would suddenly lose all that advantage? Even if you dial back settings, they will still be higher than the PSVR2.
If you put the combination of settings on the PC with 4K resolution, 120fps, higher options (all ultra, etc), as a 10/10, and the PS5's settings at 60fps etc as a 6 or 7 / 10, then why would the game suddenly run better in VR? The system itself cannot match a PC, so the same game running in VR on both systems would inevitably run better on the PC.
You can run it at those settings on a 2D screen. Not in VR though. You would need to spend about 2k on a GPU that came out long after the PS5 came out (at $400) just to compete. Thats the advantage of FR. If you're not impressed by that I don't know what's wrong with you.