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 PlayStation VR™ Community Official Thread | V1, PlayStation VR2™ Revealed!

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WooTz
post Oct 17 2016, 10:30 AM


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Wayward Sky is another must buy/must show title for PSVR. I won't bother explaining it here or show YouTube video, because that doesn't do the game any justice.

The only way to sell PSVR and its games is to simply dive into the demos.

Invite your friends and family over once you set everything up, and you can have a drinking game when you hear them say "OMG/Wow/Holy shit"

Graphics truly doesn't matter much, and cartoony graphics like Miku and Job Simulator is perfect for PSVR.

Still waiting for Robinson release before grabbing Psmove with Batman, Job Sim, Tumble, Rush of Blood.

The VR future is bright indeed.
WooTz
post Oct 17 2016, 11:18 AM


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QUOTE(dOtcOm @ Oct 17 2016, 10:54 AM)
you should make a list of recommended game before 21st. can't remember all your posts, but these are so far what i've picked up from them:
1) battlezone
2) Miku VR
3) Summer lesson
4) Wayward sky

these games doesnt require ps move controller? can't find stock for the controller here. -.-
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I think it's easier to tell you what NOT to buy.

Driveclub VR is one of them, it's really crappy imo. Have to wait and see how PS4 pro improves it.

Summer Lesson is pretty short, like I said it's tech demo length. Just saw a Japanese streamer ogling everything and saying this is revolutionary and Sony has struck gold, I agree.

I'm sure Miku VR future live is the same thing with Project Diva X patch, only with fancy and pretty 3D effects. So try it first before buying the packs.

Some people can't handle RIGS for 5 minutes, yet I played for 8 hours yesterday with zero comfort settings.

You have to decide how you can handle each game with demos.

RIGS and battlezone doesn't need the move, it's also offers the longest replayability for now.

But I highly recommend the move when a game supports it.

This post has been edited by WooTz: Oct 17 2016, 06:01 PM
WooTz
post Oct 17 2016, 05:48 PM


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QUOTE(iGamer @ Oct 17 2016, 04:07 PM)
I don't quite get the hype for this Summer Lesson game..... I watched a few youtube video about the game and didn't manage to sit thru half of the videos.... it bored me right from the start, conversation with virtual character, sitting inside a room..... what's the gameplay about? If it's "pawn" one is after I don't think it will ever appear on Sony platform...... :confused: If it's for some nerdy desire I guess Dead or Alive may have more to offer..... :confused: So what is it????
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YouTube video won't do it. You have to try it yourself.

It's a dating sim teaser, and I'm pumped for what's coming next.


WooTz
post Oct 17 2016, 06:44 PM


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QUOTE(drunkonpiss @ Oct 17 2016, 06:21 PM)
Finally got to try the PS VR at Heavy Arm. Played RE7 Kitchen Demo. The immersion to the game was impressive but the graphics was off. I thought that i'll be in for a scare but when the crazy b!+ch showed up, I felt like I wanna zoom in to her face or pause the game to calibrate the visuals as I couldn't really distinguish her facial features cause of the jaggies. The experience justifies the need of the PS4 Pro to maximize its capabilities.

I'm really worried about the 21st release cause it's a Friday. So our best bet is to wait until the 24th or 25th. crap!
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Poor kid ain't got no time for graphics. Too busy being scared shitless.


WooTz
post Oct 18 2016, 04:06 PM


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QUOTE(Zozi @ Oct 18 2016, 03:51 PM)
Wow that is not bad , with the RM100 PSN Card. I hope the games and PS Moves will all be released as well. I know the games and Moves are being withheld along with the PSVR atm.
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I already regret buying RIGS physical. It's a real pain in the butt to remove the headset just to change discs.

All my PSVR games are henceforth digital only.
WooTz
post Oct 19 2016, 01:49 PM


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Pretty bummed out Robinson doesn't support move.

Decided to buy the move now along with all my wanted games.

Batman is super impressive even for its 1 hour length. Everything is well polished.

This should be the number one game to showcase the PSVR, followed by Wayward Sky, Playroom VR's Robot Rescue and Rush of Blood.

Puzzle protip, do it at a slightly lower height, cause it's easy to interfere with the headset light tracking.

If you experience wobbly world while turning in Batman/Job Sim, stand closer to the camera, that worked well for me.


WooTz
post Oct 19 2016, 03:59 PM


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QUOTE(squall_12 @ Oct 19 2016, 03:51 PM)
got call from sony yesterday confirm will received my core set on 21st sending using gdex with RM100 PSN for the delay.
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What games are you getting?

Room already prepped up for deployment?


WooTz
post Oct 19 2016, 09:05 PM


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QUOTE(dOtcOm @ Oct 19 2016, 07:31 PM)
Is Robinson graphic nice? From the youtube video it looks so good. O.O
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Crytek is bound to be good.

My jaw is ready.

VR dinosaurs!
WooTz
post Oct 21 2016, 08:32 AM


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PSA: Robinson The Journey is officially $60, you can grab it from Amazon at $39.99 ($31.99 with Prime)

https://www.amazon.com/gp/aw/d/B01M5BODWT/r...son+the+journey
WooTz
post Oct 21 2016, 11:59 AM


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I'm at work now so I can't test this one out, seeing that immersion and scale is pretty big deal in VR, this setting needs to be just right for best experience.

Do share your IPD numbers for achieving actual psmove size in virtual space.

QUOTE
First, the method:
1. Put on the headset, and adjust the visor, click wheel, and headband orientation until the text in the main menu is as readable as it can possibly be, with your current IPD setting.  When it's as good as you can get it, lock it tight.
2. Connect both PS Move wands to the PlayStation, and start a game that shows you a model of the PS Move wands in the virtual world (I find the pre-game setup for Job Simulator the best for this as you can get there with the fewest clicks.)
3. Hold the move wand as still as possible a few feet from your face.  (It's easier if you steady your elbow on your lap while sitting.)
4. While looking at the move wand, use your other hand to release the button under the visor and pull the visor all the way forward, so you can see the real PS Move wand with your real eyeballs.
5. Staying in the same position, move the visor on and off and compare the perceived size of the glowing ball on the Virtual PS Move wand to the perceived size of the real PS Move wand.  Make a note of whether the virtual PS Move ball appears too small (or too far away) or too big, compared to the real thing.
6. Exit back to the settings menu and do the IPD adjustment.  Stay in the same seated position, don't even bother putting your face in the boxes or taking off the helmet.  Just click through and accept any picture.
7. If the VIRTUAL move wand was too SMALL / far away compared to the real one, make your software IPD setting LOWER. If the VIRTUAL move wand was too BIG/close compared to the real one, make your software IPD setting HIGHER.
8. Don't be afraid to make big changes!  You can move the crosshairs very close or very far apart if you have to.  (Vertical position does not matter.)
9. Repeat this process until the in-game virtual PS Move wand seems exactly the same size and distance from your face as the real one.  (Tip: Making big changes then correcting in the other direction will let you narrow down the results faster than making tiny changes again and again.)

The Results
If you use the method above, the scale of the virtual worlds will properly match the scale of your view of reality.
Had you noticed that the gangsters in London Heist were really short or too tall?  Or that your hands seemed too far away when they got near your face?  This will fix that.  And it makes a HUGE difference in the immersion factor for the virtual spaces.
Why it Works
The software setting for IPD has less to do with image clarity than you may think.  Convergence and image clarity are directly affected by how well the physical distance between the center of the HMD's two lenses line up with physical distance between your two eyeballs.  However, the lenses in the PSVR are fixed in an absolute position, and no changes to the software IPD will change that.
The software IPD setting in the menu is actually adjusting the Virtual IPD.  Every game has two virtual cameras, one rendering an image for your left eye, and the other for your right.  When you adjust the IPD in the Playstation settings menu, you are changing the virtual distance between these two virtual cameras.
This does not move the translational position of the rendered 2D image on the physical screen at all.  It only changes the virtual position of the 3D cameras.
While the distance between the virtual cameras is not going to do much with regards to the clarity of your view, it's vital to set it correctly in order to get a correct sense of scale.
The lower the software IPD setting, the larger the virtual world around will you appear.  The higher the software IPD setting, the smaller the virtual world around you will appear.
But the value seems wrong.  Won't it make everything blurry?
Nope, for the reasons stated above.
If you don't believe this, try an experiment.  Go to the IPD Settings menu, take the pictures, and then look at the text on the virtual screen through the headset to get an idea of how sharp you think it is.
Now set the value really low or really high (like 40 or 80).  Close your eyes and accept the new value with X.  If the headset hasn't physically moved on your face, you'll be hard pressed to see any change in image clarity.
https://www.reddit.com/r/PSVR/comments/58ka...ct_ipd_setting/

WooTz
post Oct 21 2016, 05:39 PM


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QUOTE(squall_12 @ Oct 21 2016, 05:19 PM)
ok i missing the ps vr demo disk and cloth and so anyone with core unit have this 2 item?

Thanks
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My box with camera comes with both.

But don't worry, you can just download the demos off PSN


WooTz
post Oct 21 2016, 11:50 PM


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alright guys, default settings for IPD is 63mm, but i've brought it down to 55mm, things certainly look closer to real life now. Be sure to tweak to your preference, want to simulate hobbit can go lower and make everything gigantic.

also, played Battlefield 1 for the first time in medium cinematic mode, love the headset so much, now it feels like war documentary with awesome gameplay.
WooTz
post Oct 22 2016, 12:08 PM


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QUOTE(squall_12 @ Oct 22 2016, 08:39 AM)
for the IPD setting how to get the most accurate setting? Thanks
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That depends on how you want to scale your game world, the lower the IPD, the bigger things are perceived in VR.

QUOTE
Hello Everyone,
While we currently wait for Sony to answer our cries for an IPD Measurement slider, I decided to test something. I noticed that the IPD software-tool doesn't seem to care for the exact position of your eyes, only the distance between your two pupils. With that in mind, I began taking pictures without my pretty (read: ugly) mug in the photo at all. When you do this, the IPD measurement tool places the crosshairs in a default, centered position 63mm apart from each other. I then counted the number of clicks needed to reach multiple different measurements; moving only the left crosshair in each picture while leaving the the right one (again, in each pic) alone. I couldn't remember what the tolerances were on either side of the measurement for the PSVR/PS-camera, but I did 30 total measurements differing from the default measurement; from 48mm to 78mm.
48mm - 18 clicks right
49mm - 17 clicks right
50mm - 16 clicks right
51mm - 15 clicks right
52mm - 14 clicks right
53mm - 13 clicks right
54mm - 11 clicks right
55mm - 10 clicks right
56mm - 9 clicks right
57mm - 7 clicks right
58mm - 6 clicks right
59mm - 5 clicks right
60mm - 4 clicks right
61mm - 3 clicks right
62mm - 1 click right
63mm - 0 (Default)
64mm - 1 click left
65mm - 2 clicks left
66mm - 3 clicks left
67mm - 5 clicks left
68mm - 6 clicks left
69mm - 7 clicks left
70mm - 8 clicks left
71mm - 9 clicks left
72mm - 11 clicks left
73mm - 12 clicks left
74mm - 13 clicks left
75mm - 14 clicks left
76mm - 15 clicks left
77mm - 17 clicks left
78mm - 18 clicks left
For anyone curious, I took the photos with both the camera facing my wall (approximately 7-8 feet away), with a table top placed in front of the camera at about 3-4 feet away, and with my back to the camera at 2 feet away. The above numbers worked in each case for me. So the default position and millimeters-per-click seems to remain unchanged when there are no pupils for it to lock onto.
I hope this helps people looking to ease their attempts at getting as clear an image as possible!

https://www.reddit.com/r/PSVR/comments/58jb...er_cheat_sheet/

WooTz
post Oct 23 2016, 11:54 PM


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QUOTE(toytoy @ Oct 23 2016, 09:13 PM)
How is the quality of non VR games using cinematic? Is it as good as normal FHD TV?

I tried London heist demo in the curve and it is very blurry.

Thanks. 😁
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I'm really having fun with Battlefield 1 in medium size screen.

quality degraded obviously, but I can spot enemies easier while on airship/aircraft.
WooTz
post Oct 24 2016, 07:00 AM


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QUOTE
As one of Bound devs I can confirm that except for adding 4K to 2D mode, VR upgrade on PRO will consist of additional effects and almost twice as many pixels rendered. Bound in VR is super sharp on regular PS4 right now, but on PRO it will be hard to see any shimmering pixels at all.


Holy crap, I think this is exactly what cinematic mode needs.

Going to grab day one for sure.
WooTz
post Oct 24 2016, 05:52 PM


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QUOTE(Aria72 @ Oct 24 2016, 03:49 PM)
I am new here and I just got my PSVR 2 days ago. I have been playing the games which are fine but the graphics are not the smoothest and are quite blurred. Anyone else having issues like that?

For example The Playroom VR, whenever you go to select the game you want to play, each planet is quite blurry. I also noticed that objects that are near will be clear but things that are far away will be blurry. Is this normal or is my PSVR defective?

I have already done all the calibration like the IPD measurements & still get the same results every time.
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That's the limitation of the PS4 sadly, it's struggling to maintain an acceptable frame rate as it is. All you can do is adjust your headset to sharpen things near you. We'd need more developers to get used to optimizing code before we can see further with such a hardware. For its price range, this is good enough VR.

Or you can wait a little bit for the pro and have a little taste of PC level VR. Again that's still subject to developer talent.


WooTz
post Oct 24 2016, 06:43 PM


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QUOTE(drunkonpiss @ Oct 24 2016, 06:12 PM)
I'm super satisfied with the experience. I'm just wondering now how significant can the Pro improve the VR graphics. Arkham VR is super solid. Dammmmnnnn!
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I'm already looking forward to existing PS4 games getting touched up, notably Battlefield 1.

When they used the term double pixels, my VR hype train just goes faster and faster.
WooTz
post Oct 25 2016, 07:16 AM


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QUOTE(drunkonpiss @ Oct 24 2016, 11:26 PM)
I wonder how the VR would fare with newer titles and how games will be optimized to run with the current model and the PRO. Graphics are great but object from afar is just too damn hard to see. Any tips on how to prevent motion sickness?
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Hopefully more AAA dev can learn from Arkham VR and strive for such graphical standards, just don't copy their length.

Place a fan gently blowing in your direction, prepare some ginger supplements.

Take lots of breaks.
WooTz
post Oct 25 2016, 10:48 AM


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QUOTE(iGamer @ Oct 25 2016, 09:04 AM)
If I'm going to spend RM2k-4k for a toy, I expect full satisfaction from it. The current PSVR's low resolution make the proposition a little unattractive to me  sad.gif Even if couple with PRO the low resolution of the VR set will still remain due to the display limitation, that would be RM4k spent for half gen hardwares, not true next gen, probably with shorter product lifespan as well. Yes the initial VR novelty will be quite impressive, but what happened after initial novelty is that consumer wants "better" resolution/fidelity with display.

Microsoft Project Scorpio has already confirmed to be the most powerful console with true native 4k support and high fidelity VR support. So instead of getting a PS PRO with PSVR, getting the Xbox alternative seems to offer more when it launched (most probably will cost more than PRO+PSVR but the high end hardware seems more worthwhile). If not mistaken the Xbox will support Oculus Rift instead of Microsoft releasing its own VR headset. If so, that's really attractive selling point. A true next gen console with a VR headset that will have longer life span (can continued to be used with PC even when console stop supporting it).  innocent.gif

How long will Sony continue to support PS Pro and 1st gen VR if the Scorpio with much higher end hardware and PC grade VR eats into Sony's market share? Microsoft basically declared the next round of next-gen war, will Sony remained idle to be butchered? I don't think so, PS5 will have to come out earlier than Sony planned.

PS>Xbox>Xbox 360>PS4>which console will I choose next? biggrin.gif

Edit: What XboxOne has done with Xbox 360 backward compatibility is also admirable, if that continues on the next gen console it would means tonnes of great games will live on beyond a console generation, instead of the poor fate suffered by PS3 games.
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Sony will do fine, Nintendo has proved that graphics isn't everything. PSVR will undoubtedly survive just with robot rescue ripoffs and Japanese moe games, don't forget VR prawn.

I'm fairly certain it'll not suffer the same fate as 3D TVs and Vita.

WooTz
post Oct 25 2016, 11:25 AM


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QUOTE(iGamer @ Oct 25 2016, 11:09 AM)
If you're referring to the Wii success, that was a surprising success with "casual gamers" that have very low technical expectation, whether in terms of graphic or motion controller accuracy (these people won't complaint about "drifting control" or low resolution texture). Not to mention Wii was a super cheap device aimed at general market, these market segment would deem a normal PS4 too expensive, least to say the VR set that is even pricier than the console. They would also deem the games to be too serious.

VR at the current stage definitely is only for the "tech hardcore" and "veteran gamers", totally different market segment compared to those Wii casual gamers...... Just my 2 cents  notworthy.gif  notworthy.gif  notworthy.gif
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I'm referring to the 3DS and its games, it's mind boggling how much they can keep selling to this day.

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