The new guntroller that they have been using with it has two sticks on there along with buttons.
Fixed that for you
The new guntroller that they have been using with it has two sticks on there along with buttons.
The only downside to move vs vives lighthouse setup, is that you can obscure the view of the move from the camera and lose tracking, plus the brightness in the room your playing in (read direct sunlight) can also make you lose tracking.. Other than that both have almost the same tracking fedelity..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).
1. Lucky's tale in Oculus seems to have blown everyone's mind. Why haven't any of the launch window games tried the 3D platformer route?
The new gun that they have been using with it has two sticks on there along with buttons.
um, about batman. sir.... about batman vr. sir..... come on you can't mention Batman VR and not touch on it again. D:
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?
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?
*Image*
RIGS VR
Not amazing graphically, but Rigs has potential. Super irritating wait though. Ended up having to get an appointment at E3 to play and came 20 minutes early. They had us wait 10 minutes to get in line then informed us that they were an hour behind schedule. "Fine. I really want to try this."
Another hour passes. They say that we can go ahead. I'm pretty peeved at this point from giving up another appointment to play, but fine. When we finally got in, they tried their best to brief us but there was just too much to process in 5 minutes. They sit us down, we get the mechs, and I put the headset on.
The Headset
I found it to be very comfortable and easy to adjust. For the record, I do not wear contacts or glasses and had a fine time finding the proper focus. I also love all the little blue lights, but who cares about style. This thing is comparable to the other headsets I tried that day, so no complaints from me as far as build or wearability.
The Game
OOOOOOh boy. This was a hot mess and I left fucking fuming. I had spent all that time in line and was told the demo was only 5 minutes. No where near enough time with the game to give proper impressions, but I'll try.
Your mech is controlled via the controller in a traditional sense, but weapons are locked to your head. If you want to aim at something you have to look at it and try to keep it in the center of your view. This worked very well for the most part, but its aided by the game's super generous auto-aim setting. I was shooting and dodging around fairly easy in the first few moments of the game, but things when south fast once verticality came into play.
You cannot look up and down with the controller, you can only use the right stick to turn left and right. This became super debilitating for me as constantly cranking my neck around was not how I was expecting to play. I was hoping for a system where I could use my headset for fine aiming while still playing a standard shooter. Apparently, however, this option exists.
Regardless, the first half of the 5 minute game was complete chaos with both teams pretty close in score. AFTER half-time, however... Our team was completely stomped. Here's the important part of the story: My buddy was becoming super ill playing the game. He started having trouble fighting and dropped back. Apparently the motion sickness was very rough. The other guy we were playing with was also having some issues, as I saw none of him our entire playthrough.
So i proceeded to spend 80% of the last game completely lost or dead. The final buzzer rang at 8 to 4- we lost badly. The last half was a complete wash and I was pissed to see the game so short and no chance of playing again. They asked what I thought and I said I was super dissapointed we waited so long for a 5 minute demo that had half of my team fumbling for a paper bag to throw up in while I was repeatedly blasted. They shoo'd us off so the next group could go in, but I was very vocal about my irritation in the demo.
Some other notes:
- These games are not all particularly pretty. Even watching RE on the monitors was not particularly appealing. Rigs was definitely not a looker, either, but it made up for it with lots of immersive elements. The ejection system alone is very fun, as is seeing the mechs lined up before battle.
- With more play time this game might appeal to me, but it's a very mixed bag. I was not a fan of the auto-locking weapons or the control scheme I was given. I constantly found myself dashing forward during battle (melee attack) while accidentally pressing buttons. I hope matches are longer and the time to kill is lengthened. This is all a demo, though, so I have faith that there's more to love here.
- I'm still super salty about the lines at this E3. This was particularly egregious considering that I had to schedule an appointment just to try it for 5 minutes only to wait an hour and a half anyway. Resident Evil and Zelda were completely locked down within 10 minutes of the doors opening. Ridiculous, especially for those of us who work in the industry and its peripherals.
- Motion sickness is going to be a big deal. Look, if you get motion sickness I'd stay away or try it and see how you feel. Lots of people simply cannot deal with the disconnect created by the illusion of movement, especially in games like Rigs. There are games where you simply stand still, and fixed perspective 3rd person games, but the meat is still in the immersive FPS stuff.
Seconded.Jeff Cannata had good in-depth impressions of playing PSVR on this E3 in the last episode of DLC podcast. He has both Vive and Rift at home, so he was able to compare PSVR with them easily.
He was VERY surpised at the PS4 performance/visuals, screen quality and the lack of screendoor effect on PSVR.
1. Lucky's tale in Oculus seems to have blown everyone's mind. Why haven't any of the launch window games tried the 3D platformer route?
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).
in the farpoint ign video the developer guesses that the game will be 4 hours. how much do we think a game like this will cost? US$30?
As a vive owner. Looking at the specs I can tell you the image is going to be pretty poor on the psvr. The Vive and Rift is the lowest resolution I would wan .
Pretty much everything shown for PSVR will be like tech demos for a while. Batman etc.
The other thing is going to be motion sickness for sitting games. I believe that was mentioned earlier in the thread. I did some sitting games with my vive and I never usually get motion sickness or dizzy but I do with sitting experiences.
Your experience with RIGS is a total opposite for mine. Like, 100% complete reversal.
I played RIGS at PSX. It was orderly, they had everly organized, and were never behind schedule.
I played my session without any issue. The explanation of the controls was done by a video briefing after we were split into two teams, and we had a full round, roughly a ten minute match afterwards.
No one in my full match experienced any motion sickness. It was a flawless experience in that regard. Headset was extremely comfortable, stable and no issues.
Playing the game itself was amazing. One of my experiences (This and EVE Valkyrie) that convinced me to preorder the PSVR. Controls were extremely simple. All movement was done on the controller, and aiming was with the headset. Firing left and right guns was left and right triggers on the controller (L2/R2). Super straightforward control scheme, and it handled very well.
I ended up being MVP for my team, with 6 total kills, 5 goals, and most points achieved by the end, only 2 deaths. Fantastic experience.
Visuals... It's not immaculate, but that was never an issue, it was so immersive that I wasn't ever paying attention to any 'grain'. I only noticed that in the few moments before anything started, when I was staring hard at minor details and nothing was happening. It was a great presentation, smooth action and frame rate. No screen door feeling/effect.
So are PSVRs in GameStops starting today? Maybe we could get some of those impressions here too.
So are PSVRs in GameStops starting today? Maybe we could get some of those impressions here too.
Yes, but not all Gamestops. There are PSVRs available at select stores only, probably stores that have higher than average sales in each of the regions selected.
https://youtu.be/XDx3RcpuiT4
Some moments of the EZA podcast about Resident Evil impressions. Comments like"Playstation VR looks bad!", and "It's like 480p" were made.
This is specifically commenting on RE7 though, and overall they still love PSVR (there's a bunch about it earlier in the video), but yeeeah, I guess technically there's still a lot of progress to be made..
You cannot look up and down with the controller, you can only use the right stick to turn left and right. This became super debilitating for me as constantly cranking my neck around was not how I was expecting to play. I was hoping for a system where I could use my headset for fine aiming while still playing a standard shooter. Apparently, however, this option exists.
https://youtu.be/XDx3RcpuiT4
Some moments of the EZA podcast about Resident Evil impressions. Comments like"Playstation VR looks bad!", and "It's like 480p" were made.
This is specifically commenting on RE7 though, and overall they still love PSVR (there's a bunch about it earlier in the video), but yeeeah, I guess technically there's still a lot of progress to be made..
Bro that was awesome, your wife's reaction let's me know this will be the perfect thing for me to force on guests whilst never actually using it myself. I can already think of at least 30 people off hand I'm going to make experience this.I also was able to try it out at a Best Buy near me. My wife tried it out as well and played Into The Deep (the shark demo). You can see my/her reaction and following thoughts here:
https://www.youtube.com/watch?v=wO-1tIzq2K8
Bro that was awesome, your wife's reaction let's me know this will be the perfect thing for me to force on guests whilst never actually using it myself. I can already think of at least 30 people off hand I'm going to make experience this.