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Seeking PSVR hands on impressions

This E3 really makes me want to cancel my pre-order for PSVR. I liked Sony approach of just showing games but I was hoping to get more information about how VR could have other functionality like movie watching. Even the games announced did not seem that good for VR.
 
One thing I would like to know is when you have the headset on can people still watch your gameplay on the tv? Awhile back they talked about second screen where people would play one roll on tv and the other with the psvr but will it only be available for certain games that allow that?

I didn't want to spend my time waiting in the lines, but I happened to catch some PSVR gameplay on the TV's they had setup at Pax East and holy shit dude, I was blown away by how good the games looked.

I could tell that I was watching VR gameplay because the game I was watching was that Until Dawn shooter, but I had no idea what game it was at first and honestly mistook it for a Vive/Oculus game.

Alot of people have been keeping expectations in check due to the limitations of the PS4 hardware but the visual fidelity that I saw on display truly blew me away. And that was running on OG PS4's and it still looked good enough to convince me I was looking at footage of a PC game running on an Oculus or Vive.

I think people that experience VR for the first time using a PSVR will NOT walk away disappointed :)
 

Zalusithix

Member
So, what resolution is PSVR?

It's a 1080p screen split in half; 960x1080 per eye. A totally useless number until you've seen it though. Only vaguely useful for comparing to other VR sets. The FoV that VR covers along with distortions from the optics means it's entirely incomparable to any traditional screen resolution.

Edit: I'm starting to think we should just abandon resolution as a metric for VR and move to a pixel per degree standard. Would be immediately comparable between all VR sets, and future proof to any aspect ratio changes.
 

Thabass

Member
I've used on at GDC and I'm sure it's very similar to the ones that they're using there.

I played REZ: Infinite (or is it Infinity) and the demo was about five minutes long or more depending if you got all the way to the end of the demo. If died the demo was over anyway.

PSVR related: Well, to start, I was able to use the original Project Morpheus at E3 in 2014 and back then it was pretty glitchy and when the demo was over my head was covered in sweat.

Flash forward to 2016, the demo unit was a lot nicer on the head and neck. Wasn't as heavy or uncomfortable as the original unit. There wasn't any apparent glitches or issues with the head tracking. It felt really good to able to look at the enemy and then shoot using more of my eyes than the controls in my hand. Graphics looks really good. I do remember it looking more looking like scanlines on the device. Of course, that may have changed since then.

When I finished my playthrough, I felt a little disoriented, but not so much that it caused me to feel nauseous. There was no sweet on my head this time, more than likely because they figured out to put a piece of foam on the part of the device so you could keep your head cool.

I know you were looking for more recent things about PSVR, but I thought I'd share my experience with you.
 
After playing a ton Farpoint. I'm 100% sold on PSVR. I don't even own a Ps4. The PSVR aim controller works amazingly well.

Also Farpoint is NOT on rails. Full range of movement. Farpoint ultimately sold me on the idea that a full fledged vr FPS shooter could/can be better than your traditional shooters.

Got a chance to talk extensively with the devs and these guys are LEGIT.

If at all you get a chance to try PSVR, do youself a favor and play Farpoint.

I had a very cynical approach to VR for a long time but absolutely hyped for PSVR and Farpoint.

Feel free to ask impressions.
 

Pif

Banned
VR is super confusing, now that rift and vive are out and everyone says their image quality is not very good, and PSVR is worse. It seems impressions are not valid until they are released. You almost never heard about rift and vives issues until release date.

They where supposed to be leaps and bounds greater then gear vr, but they all have the same screen door issues.

This gonna be an issue until VR hits 16k per eye at 240fps, which would be enough pixel density to make your brain accept as close to real visual stimulation free of noise.
 
After playing a ton Farpoint. I'm 100% sold on PSVR. I don't even own a Ps4. The PSVR aim controller works amazingly well.

Also Farpoint is NOT on rails. Full range of movement. Farpoint ultimately sold me on the idea that a full fledged vr FPS shooter could/can be better than your traditional shooters.

Got a chance to talk extensively with the devs and these guys are LEGIT.

If at all you get a chance to try PSVR, do youself a favor and play Farpoint.

I had a very cynical approach to VR for a long time but absolutely hyped for PSVR and Farpoint.

Feel free to ask impressions.

How does Farpoint feel as far as immersion in the world and how does the Aim feel?

E.g. Is there a good sense of presence and scale? How are the visuals? Does the Aim control well and can you land precision shots at a distance using the optics?

Does this give you any sort of idea how a COD-esq multiplayer shooter might work in VR? Think it could be possible?
 

spectator

Member
This gonna be an issue until VR hits 16k per eye at 240fps, which would be enough pixel density to make your brain accept as close to real visual stimulation free of noise.

Taking focus/fovea into account, peak human visual acuity is ~9k. I guess rendering at 16k and down-sampling would really max it out.
 

Jeels

Member
I've played Rigs, the block puzzle game (I forget the name, but the developer was so nice to chat with!) at PSX and Harmonix Music VR at E3 2015.

I also tried Eve Valkyrie at Pax South on a rift.

Between PSVR and the Rift, I honestly couldnt feel a difference in terms of immersion, but the PSVR's resolution/screen made things like grainy for a bit until you got really immersed. The PSVR felt MUCH more comfortable, especially the final unit which was at PSX.

Honestly, even though I do not play shooters and will likely not be purchasing it, it was Rigs that sold me on PSVR. It feels like a full fledged 60 dollar title, the grpahical fidelity is amazing, and VR actually enhanced the experience. Plus, it's super fun. I'll def be picking up the cube puzzle game because I expect it to be a 10-20 dollar title, and am considering Harmonix VR as well, where you just really sit and chill to music (and can import your own tracks!)

Since VR demos are about to be set up across the country, you are about to hear way more impressions :)
 

Palocca

Member
Here are my impressions. First time trying PSVR. For what it's worth, I tried Playroom, Rez Infinite, Batman Arkham, Resident Evil, and Farpoint in VR over the week.

First off, the headset is very comfortable. The weight is very balanced and the headset stays firmly in place when moving your head around. Extra points for the materials used on the area that sits on your cheekbones. The soft texture prevents it from hurting when used for longer periods and it does a really great job of blocking outside light from your peripheral vision.

Personally, I think the resolution is decent. I think it looks great when conveying a sense of scale and depth, but the flaws become apparent when you're trying to read very fine details like small text. For example, I had difficulty reading the subammo text that's located on the optics of the gun in Farpoint. I also think the PSVR does a really great job of masking the screen door effect. I did notice it once in a while, but became a fleeting thought when I was doing something in game.

The graphics fidelity of the majority of games I tried out reminded me of mid-gen PS3. Take that as you will. I'm not a graphics snob, so it was easy for me to be immersed. Personally, I thought it looked great.

The biggest hurdle is the motion sickness. I almost never experience it, but there were instances when I got nausea because of the disconnect between using my legs for natural movement and movement using the left analog stick.

This became a minor issue to me when playing Farpoint. When I first started playing, I only moved my head to look around and kept the rest of my body in a front facing position, feet firmly planted on the ground. When moving forward and looking diagonally, it was very disorienting. It was only when I started to shift my body along with my head that I started feeling more natural and more comfortable.

Overall, I thought it was a great experience and I'm very excited to get mine in October.
 

GuyKazama

Member
This E3 really makes me want to cancel my pre-order for PSVR. I liked Sony approach of just showing games but I was hoping to get more information about how VR could have other functionality like movie watching. Even the games announced did not seem that good for VR.

You will have to have high tolerance for very low resolution video to sit through a movie in VR. It will be a few more generations of hardware before that is a touted feature.
 
Are we expecting many demos to pop up on the PS Store this fall? I think many new PSVR owners would be keen to try before buying for obvious reasons.
 

Plinko

Wildcard berths that can't beat teams without a winning record should have homefield advantage
You will have to have high tolerance for very low resolution video to sit through a movie in VR. It will be a few more generations of hardware before that is a touted feature.

I watch Netflix all the time on my Gear VR even with the screendoor effect and it is fantastic. This is a huge selling point for me and PSVR.
 
You will have to have high tolerance for very low resolution video to sit through a movie in VR. It will be a few more generations of hardware before that is a touted feature.

I disagree completely. I have been watching movies in my Gear VR in the giant cinema and it has been fantastic. The resolution is just fine considering the size of the screen.


I fully intend on playing games like FFXV, The Last Guardian and more on the big screen mode.
 
How does Farpoint feel as far as immersion in the world and how does the Aim feel?

E.g. Is there a good sense of presence and scale? How are the visuals? Does the Aim control well and can you land precision shots at a distance using the optics?

Does this give you any sort of idea how a COD-esq multiplayer shooter might work in VR? Think it could be possible?

-incredibly immersing. Aiming is spot on. You can bring the gun up and aim down sites. Lots of people weren't aware you could do this. Instead spraying from the hip. Once I figured out aiming it took the experience to another level.

-the scale was done well. The demo was in a fairly controlled space but final version will have larger environments.

-I feel it's just a matter of time before full on fps multi player is accepted in the vr space. The satisfaction of actually aiming and firing your weapon can't be matched with a controller.
 
VR is super confusing, now that rift and vive are out and everyone says their image quality is not very good, and PSVR is worse. It seems impressions are not valid until they are released. You almost never heard about rift and vives issues until release date.

They where supposed to be leaps and bounds greater then gear vr, but they all have the same screen door issues.

This is the most generalized and inaccurate comment regarding VR I've seen. And quite frankly its FUD.

Do you own either headset? Have you tried the PSVR?

I own the Vive, GearVR, View master, DK1, and DK2. and I've tried the PSVR... twice. I'm on both the Oculus and Vive subreddits and I frequent the Vive and Oculus OTs and can confirm your claims of "everyone says their image quality is not very good" is BS.

It's one thing to post an opinion. Its another to post an opinion, veiled as a group consensus, and presented as fact.
 

spectator

Member
-incredibly immersing. Aiming is spot on. You can bring the gun up and aim down sites. Lots of people weren't aware you could do this. Instead spraying from the hip. Once I figured out aiming it took the experience to another level.

-the scale was done well. The demo was in a fairly controlled space but final version will have larger environments.

-I feel it's just a matter of time before full on fps multi player is accepted in the vr space. The satisfaction of actually aiming and firing your weapon can't be matched with a controller.

Sweeeeeeeeeeeeeeeee... I really hope this game lives up to its promise!
 
After playing a ton Farpoint. I'm 100% sold on PSVR. I don't even own a Ps4. The PSVR aim controller works amazingly well.

Also Farpoint is NOT on rails. Full range of movement. Farpoint ultimately sold me on the idea that a full fledged vr FPS shooter could/can be better than your traditional shooters.

Got a chance to talk extensively with the devs and these guys are LEGIT.

If at all you get a chance to try PSVR, do youself a favor and play Farpoint.

I had a very cynical approach to VR for a long time but absolutely hyped for PSVR and Farpoint.

Feel free to ask impressions.

Sounds awesome. Definitely looking forward to it now.
 
D

Deleted member 10571

Unconfirmed Member
For the people who played it though, is Farpoint actually a good game by itself, or would it be world's worst shooter without the VR? Does it have a somewhat interesting premise and story?

Edit I found a gameplay video that's a bit longer, it actually does seem like it could be a full game :) But I'm also wondering how FP deals with the "walking around" problem of VR, which seems to be a big issue generally. No motion sickness?
 

Teknoman

Member
Farpoint looks like what I hoped VR FPS would be. Not those stationary games...

That being said, rail shooters like House of the Dead, Time Crisis, anything from Treasure, etc. seem like they would be a cool fit.
 

Afrikan

Member
Here are my impressions. First time trying PSVR. For what it's worth, I tried Playroom, Rez Infinite, Batman Arkham, Resident Evil, and Farpoint in VR over the week.

First off, the headset is very comfortable. The weight is very balanced and the headset stays firmly in place when moving your head around. Extra points for the materials used on the area that sits on your cheekbones. The soft texture prevents it from hurting when used for longer periods and it does a really great job of blocking outside light from your peripheral vision.

Personally, I think the resolution is decent. I think it looks great when conveying a sense of scale and depth, but the flaws become apparent when you're trying to read very fine details like small text. For example, I had difficulty reading the subammo text that's located on the optics of the gun in Farpoint. I also think the PSVR does a really great job of masking the screen door effect. I did notice it once in a while, but became a fleeting thought when I was doing something in game.

The graphics fidelity of the majority of games I tried out reminded me of mid-gen PS3. Take that as you will. I'm not a graphics snob, so it was easy for me to be immersed. Personally, I thought it looked great.

The biggest hurdle is the motion sickness. I almost never experience it, but there were instances when I got nausea because of the disconnect between using my legs for natural movement and movement using the left analog stick.

This became a minor issue to me when playing Farpoint. When I first started playing, I only moved my head to look around and kept the rest of my body in a front facing position, feet firmly planted on the ground. When moving forward and looking diagonally, it was very disorienting. It was only when I started to shift my body along with my head that I started feeling more natural and more comfortable.

Overall, I thought it was a great experience and I'm very excited to get mine in October.

um, about batman. sir.... about batman vr. sir..... come on you can't mention Batman VR and not touch on it again. D:
 

sackninja

Member
um, about batman. sir.... about batman vr. sir..... come on you can't mention Batman VR and not touch on it again. D:

Polygon did a nice article on it. Here

Edit : Also is Robinson: The Journey playable on the show floor? Anyone have impressions on that? It's a launch title apparently and it looks beautiful but I would like some impressions.
 

Blanquito

Member
I'm curious: those that played Fairpoint, did you just an analog stick to move? Or how did you actually traverse the world? Did you feel any sickness?
 

baphomet

Member
grumble grumble grumble

Be sure to let us know your opinion after you try it, and if you've had any previous experience with vr to compare it to.

I'm curious: those that played Fairpoint, did you just an analog stick to move? Or how did you actually traverse the world? Did you feel any sickness?

You move the cardinal directions with the non trigger analog. You can slightly change the forward direction by turning your body and pressing forward. It's basically just walking straight, and occasionally the world "reloads" and restarts you at a different beginning point. No sickness, they just want you standing up for the demo which can make you kinda shaky.
 

N30RYU

Member
I've played Rigs, the block puzzle game (I forget the name, but the developer was so nice to chat with!) at PSX and Harmonix Music VR at E3 2015.

I also tried Eve Valkyrie at Pax South on a rift.

Between PSVR and the Rift, I honestly couldnt feel a difference in terms of immersion, but the PSVR's resolution/screen made things like grainy for a bit until you got really immersed. The PSVR felt MUCH more comfortable, especially the final unit which was at PSX.

Honestly, even though I do not play shooters and will likely not be purchasing it, it was Rigs that sold me on PSVR. It feels like a full fledged 60 dollar title, the grpahical fidelity is amazing, and VR actually enhanced the experience. Plus, it's super fun. I'll def be picking up the cube puzzle game because I expect it to be a 10-20 dollar title, and am considering Harmonix VR as well, where you just really sit and chill to music (and can import your own tracks!)

Since VR demos are about to be set up across the country, you are about to hear way more impressions :)
the puzzle game is called Tumble VR and is already up to preorder in the store for 10$



Anyone tried RE7 VR demo and then the RE7 ps+ demo without VR? how it compares?
 

Tumle

Member
I have played several PSVR demos. The heist, the deep, ps vr playroom.

It work well enough, and is pretty light. Unfortunately it is not full vr due to no tracking point at the back.

There's also a gap below and i couldnt have the headset completely sealed over my face. Hopefully they will rectify it
Uhm I'm pretty sure there are tracking led's on the back of the headset..
 

Blanquito

Member
You move the cardinal directions with the non trigger analog. You can slightly change the forward direction by turning your body and pressing forward. It's basically just walking straight, and occasionally the world "reloads" and restarts you at a different beginning point. No sickness, they just want you standing up for the demo which can make you kinda shaky.

I'm not sure I understand the 'world "reloads"' part.

But it sounds like it allows for freedom of movement without nausea then. Good news.

What I want to know is if most of these titles can be played properly without move...

Why would you want to, if the Move provides a greater level of immersion?
 

AgeEighty

Member
I have played several PSVR demos. The heist, the deep, ps vr playroom.

It work well enough, and is pretty light. Unfortunately it is not full vr due to no tracking point at the back.

Wait, what?! Have we known this all along? That's a big strike in my book.
 

JamesAR15

Member
I got an email from Gamestop today saying they are going to begin demoing PSVR starting tomorrow in select stores. Might want to see if they have any in your area.
 

pj

Banned
I have played several PSVR demos. The heist, the deep, ps vr playroom.

It work well enough, and is pretty light. Unfortunately it is not full vr due to no tracking point at the back.

There's also a gap below and i couldnt have the headset completely sealed over my face. Hopefully they will rectify it

hqdefault.jpg
 
for those who haven't tried any of the 3, if you have any problem with resolution with one of them, you have that same problem with all of them. That's just the nature of walking up close to a 1080p TV set and looking at the middle of the picture while the edges fill most of your peripheral vision.
 
Wait, what?! Have we known this all along? That's a big strike in my book.

I think he is referring to the move controllers because they can be obscured by your body when you turn around, thus losing tracking.

With the Vive you don't have this issue because there are essentially two sensors picking up your movement, this means your controllers will never be blocked by your body.
 

Mindman

Member
Suddenly I am concerned about motion sickness, since a lot of the games use the controller for movement, and the headtracking for the camera right?
 

RedAssedApe

Banned
I'm not sure I understand the 'world "reloads"' part.

But it sounds like it allows for freedom of movement without nausea then. Good news.



Why would you want to, if the Move provides a greater level of immersion?

because i already have a ps camera and don't want to buy the bundle
 

Tagyhag

Member
Wait, what?! Have we known this all along? That's a big strike in my book.

The headset does have tracking on the back IIRC but the Move controllers are at the mercy of the camera.

If anything is blocking the view between those you will lose tracking.

That's why you couldn't play a game like Hover Junkers on the PSVR.

Not until it has a Lighthouse equivalent (And better controllers because the Move tracking is highly inferior to the Vice Wands).
 

Maligna

Banned
I've used on at GDC and I'm sure it's very similar to the ones that they're using there.

I played REZ: Infinite (or is it Infinity) and the demo was about five minutes long or more depending if you got all the way to the end of the demo. If died the demo was over anyway.

PSVR related: Well, to start, I was able to use the original Project Morpheus at E3 in 2014 and back then it was pretty glitchy and when the demo was over my head was covered in sweat.

Flash forward to 2016, the demo unit was a lot nicer on the head and neck. Wasn't as heavy or uncomfortable as the original unit. There wasn't any apparent glitches or issues with the head tracking. It felt really good to able to look at the enemy and then shoot using more of my eyes than the controls in my hand. Graphics looks really good. I do remember it looking more looking like scanlines on the device. Of course, that may have changed since then.

When I finished my playthrough, I felt a little disoriented, but not so much that it caused me to feel nauseous. There was no sweet on my head this time, more than likely because they figured out to put a piece of foam on the part of the device so you could keep your head cool.

I know you were looking for more recent things about PSVR, but I thought I'd share my experience with you.

After playing a ton Farpoint. I'm 100% sold on PSVR. I don't even own a Ps4. The PSVR aim controller works amazingly well.

Also Farpoint is NOT on rails. Full range of movement. Farpoint ultimately sold me on the idea that a full fledged vr FPS shooter could/can be better than your traditional shooters.

Got a chance to talk extensively with the devs and these guys are LEGIT.

If at all you get a chance to try PSVR, do youself a favor and play Farpoint.

I had a very cynical approach to VR for a long time but absolutely hyped for PSVR and Farpoint.

Feel free to ask impressions.

Here are my impressions. First time trying PSVR. For what it's worth, I tried Playroom, Rez Infinite, Batman Arkham, Resident Evil, and Farpoint in VR over the week.

First off, the headset is very comfortable. The weight is very balanced and the headset stays firmly in place when moving your head around. Extra points for the materials used on the area that sits on your cheekbones. The soft texture prevents it from hurting when used for longer periods and it does a really great job of blocking outside light from your peripheral vision.

Personally, I think the resolution is decent. I think it looks great when conveying a sense of scale and depth, but the flaws become apparent when you're trying to read very fine details like small text. For example, I had difficulty reading the subammo text that's located on the optics of the gun in Farpoint. I also think the PSVR does a really great job of masking the screen door effect. I did notice it once in a while, but became a fleeting thought when I was doing something in game.

The graphics fidelity of the majority of games I tried out reminded me of mid-gen PS3. Take that as you will. I'm not a graphics snob, so it was easy for me to be immersed. Personally, I thought it looked great.

The biggest hurdle is the motion sickness. I almost never experience it, but there were instances when I got nausea because of the disconnect between using my legs for natural movement and movement using the left analog stick.

This became a minor issue to me when playing Farpoint. When I first started playing, I only moved my head to look around and kept the rest of my body in a front facing position, feet firmly planted on the ground. When moving forward and looking diagonally, it was very disorienting. It was only when I started to shift my body along with my head that I started feeling more natural and more comfortable.

Overall, I thought it was a great experience and I'm very excited to get mine in October.

These are the exact kind of impressions I was hoping to hear. Thanks for going into detail!
 

Jeels

Member
the puzzle game is called Tumble VR and is already up to preorder in the store for 10$



Anyone tried RE7 VR demo and then the RE7 ps+ demo without VR? how it compares?

Hmm, looked it up and that's not it. The game I am describing had you controlling an object made up of several cubes that you could rotate/shift to fit into holes in different walls that are heading your way.
 
That's awesome Maligna!

I'm really interested to see how Farpoint plays. Everything I've heard is that it's a full fledged FPS campaign.
https://youtu.be/sscj8yZMBfk
Playstation did a LiveCast yesterday, which I thought was pretty informative. Hopefully they upload it today.

Yeah. This really cool video was also posted in the thread for the new gun controller, it indeed looks like it plays like a full fledged first-person game:

It's not in English so I have no idea what he's saying but we can see kind of how it seemingly plays since you can see him making all the moves while seeing the 2D version on the screen. It looks rather amazing already seeing such full fledged style games.
http://www.youtube.com/watch?v=rflPaUgG9lY

Apparently they have a pretty good movement system set up to try and avoid motion sickness.

I think it's not so much movement in general that causes sickness but turning (via stick).

In this case, the stick is used to move back/forward/stafe. For turning, you actually turn the guntroller (love that word Sidewinder!).


Note: He also turns almost entirely around at one point without any issue with the headset and sees the area behind him in the game.

There's also one for Batman VR, but while you can see that the guy is having a lot of fun and comes out of it with a HUGE smile on his face, they don't show the screen on that video.
http://www.youtube.com/watch?v=2jTvVmowWzc
 

Robbok

Member
Thank you guys for sharing your impressions. I cant wait to get mine in October.
Sadly, there are still no PSVR Games to preorder at Amazon (Germany)
Which games are confirmed to be launch titles? Only one i know for sure is VR Worlds.
 

JustenP88

I earned 100 Gamerscore™ for collecting 300 widgets and thereby created Trump's America
-incredibly immersing. Aiming is spot on. You can bring the gun up and aim down sites. Lots of people weren't aware you could do this. Instead spraying from the hip. Once I figured out aiming it took the experience to another level.

-the scale was done well. The demo was in a fairly controlled space but final version will have larger environments.

-I feel it's just a matter of time before full on fps multi player is accepted in the vr space. The satisfaction of actually aiming and firing your weapon can't be matched with a controller.

If farpoint allows for full range of movement/isn't on rails, how do you control the movement? Is it a teleportation thing like a lot of Vive games or is there a thumbstick on the Move controller that I forgot about?

Edit: whoops, you answered that for someone else. Still a little confused though. How do you go about turning around say, if you walk too far forward? I assume the camera won't see the controller through you. Is this where the "world reloading" stuff comes into play?

The new gun that they have been using with it has two sticks on there along with buttons.

That is dope and so are you. Thanks!
 
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