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Vecha
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  • 4 weeks later...

Competition is good.

An upcoming LG headset and controller that competes with the Vive. It's specs are all up in the air but the way you can move it out of the way is a big plus. It's also comfortable like the PSVR and great for people with glasses. Probably something to look out for at the end of the year or next year's CES.

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https://www.vive.com/us/product/standalone/

At Google I/O a new standalone headset has been announced. To me it seems like it's where it needs to go, though as many have noted about this since it's essentially phone guys that means it's not going to be as pretty as you'd get with a PC VR headset. Also seems it's using more of Googles tech (Daydream/WorldSense*) than the Valve-HTC stuff of the OG Vive with Lighthouse n such.

It's a thing that's needed like, cost is the big factor for uptake on VR (which is why the GearVR at £60 is outselling Vive, Rift and PSVR combined by a pretty health margin, and same again with PSVR versus the PC based headsets).

*I imagine this is related to their "Tango" stuff they'be been beta testing the past few years.

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I could be wrong, but I believe I'm the only person here so far who has bought a PS VR, so after trying it out for a few hours I thought I would give my first impressions.

7f5.gif

Yeah, it works pretty well.  I am aware that the tech in the PS VR is less powerful than that of the Vive, but as someone who has used both headsets I'd have a really hard time telling you the difference in their performance.  Full disclosure, I was playing completely different games with each headset, but just in terms of things like head tracking, controller tracking, and screen quality, if there is any actual difference between the two then I sure didn't notice it.  I haven't used the actual Move controllers yet.  I played Farpoint with the gun controller (which feels really cool when you actually lift it up and aim down the sights yourself) and the free playroom so far, which works with the DS4.  I do have a demo disc with Move compatible games.  I'll try that out later and update this post to get into the Move tracking.

As for the headset itself, it's pretty easy to set up.  It took me about ten minutes.  It would have taken less time, but my PS4 is in a wall cabinet, so hooking anything up involves moving furniture around.  If it was just sitting on top of a table or something, it would have probably taken me half the time.  It didn't work at first because I accidentally plugged the wrong HDMI connections into the wrong ports on the processor unit, but that was easily fixed in like ten seconds.  The ports are right next to each other.  I just got them mixed up.

Regarding the comfort, I can say without a doubt that between the PS VR and the Vive, the PS VR is by far the more comfortable choice.  The Vive is quite heavy while you're wearing it, and I often got this feeling like it was squeezing my head.  It wasn't unbearable, but it was something I had to learn to ignore.  The straps were awful, though I hear they changed those recently.  Adjusting it for my head was also a bit cumbersome.  It took me a bit to figure it out, and even after I did I often had to take the headset off to fine-tune it. Conversely, the PS VR could not be any simpler.  There's a button in the back to unlock the headband, a dial near that button to tighten it around your head, and a button in the front to move the goggles back and forth.  It's also quite light compared to the Vive, and I never experienced any neck pain.  If there's anything I could call uncomfortable about it, it might be the rubber flaps around the edges of the goggles that sit upon your face.  They're not really that bad, just kind of distracting.  I found myself reaching in there with my finger to try to shift them around my nose so I'd notice them less.  

One other thing worth mentioning is that the Vive completely cuts off the outside world, whereas with the PS VR if you shift your eyes downward you can probably see a sliver of space that isn't covered up.  A lot of VR enthusiasts would probably see that as a big negative, but it's not something that really sticks out unless you're deliberately looking for it.  I actually consider it kind of a relief.  If I ever start to feel disoriented or motion sick, I can just look down at myself until the feeling goes away.  

I'm still not sure when it comes to motion sickness.  I never felt like "oh God, I'm gonna barf" but after an hour or so I started to think maybe I should take a break and not push my luck.  I wasn't sick...but I felt like the possibility existed for me to BECOME sick if I kept going, if that makes sense.  I don't know if it's because I'm still new to VR or if that's just the way I am.  Only time will tell.  I had a mild dizzy spell for a few minutes after I took the headset off, but it faded quickly.  As things stand right now, I feel like it's not doing anything to me that I couldn't adjust to, but it's too early to say.

Oh yeah, I played Farpoint sitting down and it worked just fine.  I had to adjust the in-game height settings to say I'm shorter than I really am, but it was fine after that.  

Edited by Mister Jack
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I've had PSVR from launch. Games worth getting that I found to have zero motion sickness are Batman Arkham VR (great game), I Expect You To Die (also great), Psychonauts (the new VR one) and Keep Talking and Nobody Explodes (great for parties). Eve Valkyrie has low/medium motion sickness. Rigs is medium. The absolute worst game I've played for motion sickness is Here They Lie, can't do more than 10-15 mins before having to bail out.

My personal hypothesis is that cognitive dissonance causes sickness. No motion = no dissonance = no sickness in stationary games. Since I have no frame of reference for flying around in space I have low dissonance so low sickness in space shooty sims. For walking/running/driving around I'm not getting the physical / gforce effect that my eyes tell me I should and which my body is used to so I start to feel queasy.

Could be bollocks though... who knows?

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  • 1 month later...

I might have been crouching and rolling around the carpet last night, trying to hide from robot guards while playing Budget Cuts. It's still a demo, but if you have a Vive or Oculus, try that one out! It's fun. The movement mechanic in there (teleportation with preview), is pretty cool, and of course, you could always just lean and look around corners yourself.

Also, landing a throwing knife for a stealth kill is so satisfying.

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Lol. I ended up rolling because I tried to lean against a wall while crouched... but there was no wall. Good thing that wire is really long.

And yes, I can't wait for the wireless receiver. I think there's one out now but I may just wait for the more official version. The wires are manageable, and a belt clip looks like it'll help a lot (I need to get one of those in the meantime), but pure wireless would totally eliminate the need to be mindful of the cord which I think would be really neat. Too many times I am reaching behind me to get that wire out of the way.

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Specs here.

 

The only major change seems to be that resolution is 1440x1600 per eye, up from 1080x1200 in the base model (1.8 times as many pixels).  I'll be interested to see how big a difference that makes once people get their hands on it.  It should hopefully lessen the screen door effect, even if your PC can't support actually rendering VR at that resolution.

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  • 3 weeks later...
On 12/14/2017 at 10:18 AM, Thursday Next said:

Gods, it's hideous. What does skyrim do? Let you walk normally? I get why they do it, teleporting does do wonders for motion sickness, but that looks like a hideous experience.

Both Skyrim and Fallout 4 let you free-walk.

 

I've been playing bouts of Fallout 4 VR on the Vive. Really good craic. Mechanically much more fun than the original, even if it's a tad wonky. The immersion factor is immense.

 

Wrestling with item weights, though... Especially on Survivor. Aint nobody got time for that. Think I'll mod it to increase cap to 9999.

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