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PSVR Review Thread

Probably worth pointing out is what Jeff has said explicitly about their experience after today's stream.

Man people love to shit on GB whenever they have the chance. It's bummer luck that they got two faulty headsets and are unable to easier prove that it's not just their setup as people keep insisting. Conveniently them trying different distance/lighting configurations along with other outlets reporting similar problems doesn't factor in.

At some point fanboys are gonna be fanboys, right? In their minds, it's probably faaaaaaar easier to blame us and claim we're incompetent (even though I feel like we're one of the most seasoned outlets out there when it comes to VR coverage) than it is to accept that their favorite console brand might have released a less-than-perfect product.

But at this point I wouldn't say that we got "two faulty headsets." It's more likely that this product is just very, very finicky and susceptible to a variety of issues.
 

orochi91

Member
Yeah, although they were still under the 10 feet that Ars talked about.

Something just isn't adding up. They even used the PSVR on a superhypercube stream before and they didn't have any problems, it was the same setup.

They should just borrow Gamespot's and see if that changes anything.
I mentioned that earlier; they share the same HQ!

lol
 

Cess007

Member
Just watched Jim Sterling video on PSVR, it seems like a good VR headset with a few issues. I will wait until it's a little cheaper and there are more games, but the experiences seems cool.

Also, really liked what I saw of Until Dawn Rush of Blood
 

msdstc

Incredibly Naive
The Move's have always been susceptible to issues in really brightly lit conditions.

Believe me I know. My gf and i used to have to constantly be recalibrating with the one click recalibration.

Worth pointing out is what Jeff has said explicitly about their experience after today's stream.

Wait what? I thought their second headset worked fine. This might be a problem.
 

Curufinwe

Member
Probably worth pointing out is what Jeff has said explicitly about their experience after today's stream.

It it was prone to the issue most of the reviewers would have experienced it to a similar degree. Jeff is not the best at recognizing that sometimes his experiences aren't going to be representative.
 
Would it be safe to say that if Sony used IR for tracking instead of the 6-year old technology with colors and Move, that this tracking problem wouldn't be such a major problem? From what I am understanding is lighting for the most part is throwing the camera off, and having lights off completely is just as bad.

talked to the guys at gamestop told me they would have 15 extra to sell at midnight here is hoping i can ge there early enough.

Yeah, mine hasn't gotten their information yet. They aren't doing a midnight release, but will be opening an hour early the next morning. I'll be there in advance.
 

KORNdoggy

Member
Battlezone is currently £49.99 on amazon. Is that actually the price of the game? Or is it still using its place holder price? Why is it so hard to order these games?
 
Jankiness as in what? God this reeks of the shitty move technology, this better not be the case.

The notable thing for Jeff was that the camera position in game kept shifting forward and back slightly, as if the system was having trouble with figuring out where he was placed. The effect was basically like he was bobbing his head back and forth, and because he wasn't actually doing that, it caused some pretty strong discomfort. He and Brad apparently have been experiencing the effect at home and under different conditions in the studio.

It's especially weird because they've not had this kind of problem at shows or when they did their QL EX of SuperHyperCube.

Would it be safe to say that if Sony used IR for tracking instead of the 6-year old technology with colors and Move, that this tracking problem wouldn't be such a major problem? From what I am understanding is lighting for the most part is throwing the camera off, and having lights off completely is just as bad.

I'd have to imagine so, but if they did that I wonder what kind of price it would have to launch at.
 

msdstc

Incredibly Naive
Well, it's the exact same technology

I know but supposedly it's been improved and all the trade shows mentioned it worked.

Contrary to the majority of people who back the move, I liked it but the inconsistency was a major issue with the tracking. Calibration and drift constantly played a factor
 

Tagyhag

Member
Would it be safe to say that if Sony used IR for tracking instead of the 6-year old technology with colors and Move, that this tracking problem wouldn't be such a major problem? From what I am understanding is lighting for the most part is throwing the camera off, and having lights off completely is just as bad.

It'd be safe to say that.

However, it'd also be safe to say that we'd need a new camera, a new dualshock, and new motion controllers.

So the bundle would go from $500 to $600-700.
 

msdstc

Incredibly Naive
It'd be safe to say that.

However, it'd also be safe to say that we'd need a new camera, a new dualshock, and new motion controllers.

So the bundle would go from $500 to $600-700.

Who cares? It's crucial that the tracking is perfect for vr, it's the one thing that matters the modt for immersion and to not throw up Everytime you put it on.
 

Tagyhag

Member
Who cares? It's crucial that the tracking is perfect for vr, it's the one thing that matters the modt for immersion and to not throw up Everytime you put it on.

Agreed, but you have to look at it through Sony's point of view.

They need to sell the headset at a low(ish) price because they want to move a lot of them and console gamers traditionally don't spend an exorbitant amount of money on accessories so you couldn't get away with something too high.

They want all the games to work with a Dualshock so they would either have to start selling a new version of the Dualshock or just scrap that idea.

The old camera would be useless so those early adopters would be pissed.

Your Move controllers would continue to be useless so they'd have to R&D a brand new set of them (Very expensive) and they couldn't just use the stock of the old ones, which I'm sure they have warehouses of.

For what it is, it works fine. Some might have a few problems but you get what you pay for. Sony can focus on a different tracking method in the next gen.

Let's be honest, I bet even in GAF, some that have it pre-ordered would have never done it if the bundle was my predicted $600-700.

This was the cheapest (and smartest) route they could have taken. Is it the best quality-wise? No. But it's the best price-wise. And that matters.
 

spwolf

Member
Sounds like the general consensus so far is that the headset is pretty solid but has some issues, with Giant Bomb being the one that seemed to have the most issues overall. I can live with that, I think. I'll keep my pre-order.
 
Followup, here's some takes from Jeff's Mixlr stream today (Mixlr is a service he uses to live broadcast out of his car between work and home).

I'm with him on this. It's a huge letdown that the headset that would hopefully bring VR mainstream is having issues that could make gamers sick. We all want VR to succeed because it really is revolutionary and a ton of fun, but we won't know the after effects until next week when the early adopters get their headsets.
 

msdstc

Incredibly Naive
Agreed, but you have to look at it through Sony's point of view.

They need to sell the headset at a low(ish) price because they want to move a lot of them and console gamers traditionally don't spend an exorbitant amount of money on accessories so you couldn't get away with something too high.

They want all the games to work with a Dualshock so they would either have to start selling a new version of the Dualshock or just scrap that idea.

The old camera would be useless so those early adopters would be pissed.

Your Move controllers would continue to be useless so they'd have to R&D a brand new set of them (Very expensive) and they couldn't just use the stock of the old ones, which I'm sure they have warehouses of.

For what it is, it works fine. Some might have a few problems but you get what you pay for. Sony can focus on a different tracking method in the next gen.

Let's be honest, I bet even in GAF, some that have it pre-ordered would have never done it if the bundle was my predicted $600-700.

This was the cheapest (and smartest) route they could have taken. Is it the best quality-wise? No. But it's the best price-wise. And that matters.

Imo they do just as much or more damage by releasing shoddy hardware.
 

Kurdel

Banned
Realy bummed by the prospect of inconsistent tracking reported by Kotaku, Tested and GB.

Still buying it, Best Buy return policies are there for a reason.
 

Tagyhag

Member
Imo they do just as much or more damage by releasing shoddy hardware.

Well that'll be up to the individual, but the general consensus is that it does it well enough.

And if someone doesn't already have a Vive, this tracking will be seen as fantastic.

I don't think it's shoddy hardware, it's good bang for your buck.

Remember, we still don't know the exact cause of GB's problems, and we won't really until they either try Gamespot's headset or Monday comes.
 

spwolf

Member
Imo they do just as much or more damage by releasing shoddy hardware.

lol, after all these positive reviews, we start going back to "shoddy" hardware... reality is that reviews are generally great and that this is only gaming VR that currently has any chance of succeeding after slow sales of Oculus and Vive.
 
Arstechnica specifically address the types of issues Giantbomb were having.
PSVR's setup keeps track of the headset and controllers through colored LED lights that are detected by the required PlayStation Move camera. In any room with a decent amount of ambient light (be it from a window, light bulbs, or any other source), however, that tracking has a tendency to occasionally falter quite noticeably.

On the controllers, this leads to your in-game hands wobbling a little bit or even warping a few feet in one direction before quickly fixing themselves. When the camera loses a tight lock on the headset, though, it can lead to a very disconcerting "swimmy" effect, where the entire world around you looks like it's bobbing around a few inches in random directions like a ship on the ocean.

In my testing, these problems got more prevalent the farther I got from the PlayStation Camera. Somewhere around ten feet seems to be the functional limit. The problem went away completely when the lights in the room were dim (which might explain why every previous PlayStation VR demo I've seen at a trade show has been in a very dark room). And even in a room flooded with overhead lights, the tracking worked as expected a good 95 percent of the time.
That is actually good to hear. The PSVR has the downside of having trouble of tracking in bright light, but works perfectly fine once the lights are dimmed. Personally I plan on playing with the blinds closed and the lights off. That's fair tradeoff for a lower cost.
 

msdstc

Incredibly Naive
lol, after all these positive reviews, we start going back to "shoddy" hardware... reality is that reviews are generally great and that this is only gaming VR that currently has any chance of succeeding after slow sales of Oculus and Vive.

If the situation the GB had with 2 different headsets is to believed there's a good chance that lighting is the issue. This was an issue with psmove technology. If people experience that particular issue it could turn them off to vr entirely.
 

robotrock

Banned
With the weird playstation move tech, is it better to have a pitch black room by turning off the lights, a fully lit room, or a dim room?
 
That is actually good to hear. The PSVR has the downside of having trouble of tracking in bright light, but works perfectly fine once the lights are dimmed. Personally I plan on playing with the blinds closed and the lights off. That's fair tradeoff for a lower cost.

Giant Bomb tried it in different lighting conditions and still had issues.

I'm super interested in PSVR, but I'm in "wait and see" mode.
 
If the situation the GB had with 2 different headsets is to believed there's a good chance that lighting is the issue. This was an issue with psmove technology. If people experience that particular issue it could turn them off to vr entirely.

But again, they've had the PSVR setup in the same studio before with no issue. So it's (likely) not a lighting problem.
 

Rodelero

Member
Imo they do just as much or more damage by releasing shoddy hardware.

If PSVR costed much more than it currently does it would be dead on arrival - you only have to look at the sales of the Oculus Rift and Vive to see that. The reviews are almost unanimous in stating that the hardware is sufficient to give a great VR experience even if it isn't a perfect one by any means. Sony were searching for a happy medium, if one even exists. We may well have been happier with a more expensive and better device, but that has nothing to do with what is best for the product.

One can't help but remember how many people wished that the PS4 was more powerful when it was announced back in 2013. Lots of people saying they'd happily pay $100 more for more power, but looking back it's fairly obvious Sony got the balance right. Whether the PSVR succeeds or not is very hard to predict, but I think Sony have made a good effort at balancing cost and quality.
 

sn00zer

Member
Wow, Thumper wasn't on my radar but after watching the Gamespot stream I think I'm sold. It looks awesome.

I played Thumper w/o VR at a Gamestop (should be on most demo stations). The game is not joking about the violence aspect of the "rhythm violence" tagline. Every movement in that game hit like a brick and it feels amazing.

Honestly the only game I could readily compare it to is firing guns in BLACK. Game is legit awesome. Will be picking up Thumper and REZ as my first games at launch.
 

msdstc

Incredibly Naive
With the weird playstation move tech, is it better to have a pitch black room by turning off the lights, a fully lit room, or a dim room?

Apparently in the middle. It was a nightmare at least in my experience to get the move wands to work 100%, so at reveal I was disappointed to see Morpheus was using move tech. Trade shows quieted that issue, but now first day GB is having serious issues
 

III-V

Member
I really do not like to hear about the tracking issues, hopefully Sony can develop some better software algorithms to reduce the jitter that some people are experiencing.
 

msdstc

Incredibly Naive
I played Thumper w/o VR at a Gamestop (should be on most demo stations). The game is not joking about the violence aspect of the "rhythm violence" tagline. Every movement in that game hit like a brick and it feels amazing.

Honestly the only game I could readily compare it to is firing guns in BLACK. Game is legit awesome. Will be picking up Thumper and REZ as my first games at launch.

Did a write up on how amazing this game was with psvr

https://www.bemanistyle.com/2016/04/29/thumper-in-virtual-reality-made-me-a-believer/

Just a PSA I'm not a good writer nor am I looking for clicks, but I loved it and wrote a ton of youre interested.
 
Vguk had their review he played it so much he felt a bit under the weather - but in the 20 minute chat not a single mention of headset tracking, other than because he was seated at a desk batman VR needed a bit more room...

good review overall. He is on the fence about whether VR can bring game games or just experiences added to traditional games. Also points out the VR wow isn't enough. Once you are used to the VR wow you need solid games.
 
Reviews do seem a bit all over the place, but there have been enough outlets that have mentioned motion tracking issues for me to be concerned. I have a few days of soul searching to do to figure out whether I want to shell out the $500+ on PSVR or not. The fact that I've been back a forth about whether I should keep my preorder since I reserved one is probably a sign that now isn't the right time for me to buy in.
 

jett

D-Member
This bit from Kotaku's review is kind of depressingly hilarious in how true it is:

All last week, I kept coming back to the fact that the PSVR peripherals I’ve been using are mostly failed Sony hardware products

Maybe for PSVR 2.0 on PS5 or whatever Sony won't cobble together devices that were not designed for VR gaming.
 

spwolf

Member
If the situation the GB had with 2 different headsets is to believed there's a good chance that lighting is the issue. This was an issue with psmove technology. If people experience that particular issue it could turn them off to vr entirely.

i dont see why:
http://www.metacritic.com/feature/playstation-vr-headset-reviews?ref=hp

and right now people or publishers are not showing too much of an interest in other headsets on the market... so who is going to be turned off VR from PSVR? That person already isnt buying Oculus or Vive.
 
I have used psvr four times. Never had a head tracking issue. And I have a Rift and Vive. Now hand tracking on PSVR compared the others is a big downgrade. The system is great, if you have a PS4 and no beefy PC, PSVR is a no brainer.
 

DavidDesu

Member
Reviews do seem a bit all over the place, but there have been enough outlets that have mentioned motion tracking issues for me to be concerned. I have a few days of soul searching to do to figure out whether I want to shell out the $500+ on PSVR or not. The fact that I've been back a forth about whether I should keep my preorder since I reserved one is probably a sign that now isn't the right time for me to buy in.

Not what I've seen. I've seen 80% of them be glowing reviews, the remainder "it's a great headset for the price, buy if you don't mind being an early adopter", and of course a few bring up some dodgy tracking at times, an issue mentioned in some other reviews but not deemed as a deal breaker by any means.
 
I've tried PSVR at least 15 times at the GS close to where I live. :p I even became friends with the PSVR guy that works there and he lets me try it on for as long as I want when there's no one in line. I never had any tracking issues while I've tried it and I've played all the demos they have multiple times. Maybe it depends on the setup and the unit.
 

msdstc

Incredibly Naive
i dont see why:
http://www.metacritic.com/feature/playstation-vr-headset-reviews?ref=hp

and right now people or publishers are not showing too much of an interest in other headsets on the market... so who is going to be turned off VR from PSVR? That person already isnt buying Oculus or Vive.

Psvr had far more potential to reach a muscatel market given the pricing and name attached. If a good chunk of people experience inconsistency or judder, they may write the tech off citing nausea or just straight up inconsistency. Hell I never took waggle seriously given the inconsistency and obvious limitations, but I felt ps move had a legitimate shot given the claims, but ultimately it was far too inconsistent.

Digressing a bit but I remember factor 5 being interviewed about six axis and asked about the consistency of the gestures in lair. He said it worked something like 80%of the time. It was laughable. Gaming input should be 99.9999999999999999% consistent. If my controller misfires or glitches it is very jarring. I think with peripherals it needs to be the same. If it's enough that it Happens even only 2 or 3 times a session I think that'd be a problem.
 

jett

D-Member
http://mashable.com/2016/10/05/playstation-vr-review.amp

Mashableis facing tracking issues too.

They said you have to caliberate everytime you use it? That sounds troublesome.

The final, most frustrating twist with the Move: your PlayStation 4 doesn't even recognize it as a controller. If you're in a Move-friendly game like PlayStation VR Worlds and your DualShock 4 idles long enough to power down, you'll be kicked to a pause screen without warning until you turn the DualShock 4 back on.

wat

Anyway, where are the people that once told me the Move controllers were perfect for VR and no further iteration was necessary.
 
Giant Bomb tried it in different lighting conditions and still had issues.

I'm super interested in PSVR, but I'm in "wait and see" mode.

If you look at the video, they had bright colored lights shining on the walls. They turned off the main lights, but didn't turn off the colored ones. The PS VR was most likely getting confused by those lights. The fact that they were a concentrated color light probably was the absolute worst situation to try to view use the PSVR since those lights would simulate the LEDs the most.

See for yourself.

At the 14m41s mark they show you a view from the PlayStation Camera. You can clearly see a bright red light on the right side of the picture.

https://www.youtube.com/watch?v=x_mF6m_WJF8&feature=youtu.be&t=14m41s

At around the 20m40s mark they turn off the lights, but you can see that the bright lights on the walls stay on.

https://www.youtube.com/watch?v=x_mF6m_WJF8&feature=youtu.be&t=20m40s
 
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