Playstation VR

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Re: Playstation VR

Post by oxo »

koogy wrote:> Demos like that at the V&A are a complete waste of time. a) we don't all live in London b) its aimed at the layman who probably doesn't have/ever seen a psvr.

it was obviously a roadshow setup, the kind of thing that will probably tour around other places *. i could imagine the same thing in a shopping centre, say. (somewhere probably not as nice as this was though - http://www.vam.ac.uk/content/galleries/ ... -cartoons/ )

and it was a game-themed event. those v&a lates do get a lot of casual visitors but there were obviously a lot of people there for the games (not least me). and the people, gamers or non-gamers seemed to enjoy it.

(it also helps get a lot of non-typical V&A audience into the V&A. the grime-themed night a few months ago was apparently heaving)

but, yeah, something to try on *your* setup would be good. and something where there isn't a queue of people waiting.

* it did - http://arstechnica.co.uk/gaming/2016/10 ... r-psvr-uk/
Sorry but I don't really understand where you are coming from. There's no way i'm going to go visit a roadshow to try a game I might be thinking of buying. Complete nonsense. Games are released weekly, its common sense for demos to be available for try before you buy. I stand by my previous comment, shite games wouldn't be bought, simple.
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Re: Playstation VR

Post by Jamesac »

What he's saying is "but, yeah, something to try on *your* setup would be good. and something where there isn't a queue of people waiting." That it's nice for the people who get there but maybe VR isn't quite so special once you own a headset that demos should be a capital-E Event to try out.
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Re: Playstation VR

Post by zbandito »

All VR hardware should be coated in a small layer of dense foam rubber. I don't encourage banging things around; it is inevitable and would help minimize injury and damage to people and surroundings, and interior HW systems from MEMs up, etc. Just enough to soften corners and dampen initial g-shock.

So, if I'm very careful about setting up tracking it all works pretty well, but I can definitely visually detect the positional granularity myself in some software. I guess that has an interrelation to screen resolution. That in itself is not terribly disturbing; it is errors that are problematic.

The whole setup is sensitive to light interference. Plus the camera must (obviously) remain perfectly still; obvious as this is, you can't see the tracking hardware itself while simultaneously playing. We have moved our setup around numerous times; each setup must be fine tuned slightly to eliminate these problems. Auto steer + driving wheel occasionally knocking into the camera + light interference behind the tracked player can indeed create very problematic tracking! Gut turning.

But it works pretty well in general and I haven't been playing enough to determine further about which games have better or worse issues with occlusion, where the hardware itself has less LEDs to present to the tracking camera from certain angles compared to other angles. I'm guessing the SDK provides some stock code for handling the headset, tracking, and occlusion, and some released software is built against different versions of this underlying library?

The cable on the camera is really not very long. Anyone extended this yet?

Using the driving wheel is pretty sweet with Drive Club, Track Mania does not seem to support it though. Haven't tried out the flight stick yet but one thing to note is that the wheel and stick are two separate base stations. Dunno how I would feel about a flight yoke compared to a stick, but taking up ~1/2 the footprint & wiring + being able to convert to a handlebar would be nice. Konix was really ahead of itself here!

Sony's decision to pack M rated content into the bundle is going to produce a small wave of backlash against some conservative consumers. My dad bent over backwards to track down a bundle, despite that VR Worlds is sold separately, just to try and make me happy basically. I don't care if M rated content exists but packing it into a bundle is just stupid, when the rest of the content is basically kid friendly. My mother wondered why all this stuff wasn't under the Christmas tree, well, Thanksgiving was stressful enough without my forgetting about previewing the content in London Heist (language). Lot's of little kiddos and their families that are waiting for Christmas will get a surprise come Christmas morning. Pretty frustrating when it takes an hour to set everything up and weed out problems, and you are trying to save the Batman game for pops. Sony meanwhile laughs all the way to the bank. They should have developed that further into it's own game and released it separately, and packed in additional demo content to the bundle.

I see lots of free players for 360 video, but what are good sources for downloads since streaming glitches are currently particularly problematic in VR.
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Re: Playstation VR

Post by gilesgoat »

I'm guessing the SDK provides some stock code for handling the headset, tracking, and occlusion, and some released software is built against different versions of this underlying library?
The thing is a bit complicated, they are trying to make it less complicated I know they are working on this.

The SDK gives you various examples/techniques going from "simpler" to "much more complex" ( to implement/include ) but again "depends on what your code does and how" anyway they all work "well" provided your SW is capable to maintain a constant/good frame rate.

If you really have "drops" or "moments of too intense CPU/GPU usage" that can cause problems regardless of the method(s) used, your key paramount problem is keeping the frame rate at least around 60 FPS all time.
The cable on the camera is really not very long. Anyone extended this yet?
Have not tried yet but this is effectively a bit of a problem, especially if you have a big TV on the wall and the PS4 "somewhere else" and in fact the cable at that point "is a bit short".
Sony's decision to pack M rated content into the bundle is going to produce a small wave of backlash against some conservative consumers.
That pack .. "various things could be said about it" .. but I don't know what to say really.
Pretty frustrating when it takes an hour to set everything up and weed out problems
SO LONG :?: :?: :!: :!:

I suppose maybe I' ve been working around/with this stuff "for ages" I can set it up in 5 mins, if you think that is "complex" you should have seen what was the first .. second prototype .. now THAT was a NIGHTMARE to make it work :lol: :lol: not to mention the "more than occasional crashes/issues" it had :lol: :lol: the "bootstrap/connecting sequence" was WTF :!: :!: :!: if you would not have done it all PRECISELY in a certain order that thing was NOT going to work and sometime was capable to make crash "everything" :mrgreen:

Oh gawd I also managed to brick one brand "new" can't remember what still prototype at the point it had to be sent back to Japan because even in London they could not sort it out :mrgreen:

But seriously "what causes you so many problems" I really don't know, at Manchester Play Expo they gave us a place .. what they did not tell us just across us there was a "Resident Evil Car take pics with us" that was having ALL THE DAMNED TIME blue/red/white XENON flasher throwing light all over .. YET .. PSVR DID NOT MISS A BEAT :D

Nor did CV1 to be fair.

And it wasn't any "special setup" was just "the simplest way you could have done it".

Now one thing I have to admit "I got quite good" but let's say I am 95% good at it, I CAN almost "as it should" re-package the PSVR back in its box as "brand new" ( the boxes we have from Sony, not the commercial one ) now THAT requires MEGA skills :lol: :lol: One day I'd like to see "who's the guys/girls doing that thing and how ? They must be "monsters" :lol:
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Re: Playstation VR

Post by snaff »

Bound is £6.49 for the next few days.
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Re: Playstation VR

Post by phattslagg »

Anyone else tried Holoball yet? It's pretty damn cool. My living is only just big enough though - I can only really play from one position, because my bloody sofa is in the way. If they manage to bring some kind of multiplayer into this, it will be amazing.
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Re: Playstation VR

Post by Misfit »

How we soar is out on the store. £16.

Have to admit it's a pretty tempting one after seeing the reactions of a few playing pre-release versions.

Still I can at least hold out until the weekend to see a few reviews.
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Re: Playstation VR

Post by Misfit »

phattslagg wrote:Anyone else tried Holoball yet? It's pretty damn cool. My living is only just big enough though - I can only really play from one position, because my bloody sofa is in the way. If they manage to bring some kind of multiplayer into this, it will be amazing.
It's not in the list of VR games, so had missed it was out in the UK.

Keen to try this out too as it's getting rave reviews, and it's 30% off at £8.39.

Does sound like I may need to move the camera to get playing room... :/
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Re: Playstation VR

Post by Misfit »

They now have motion tracking (using gyros in the headset, not sensors for proper head tracking) on a PC:

https://www.reddit.com/r/PSVR/comments/ ... dtracking/

A useful step forward.
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Re: Playstation VR

Post by Chirpychicken »

Ordered holoball and put it in my download queue from Fuerteventura. Can't wait to try it on Thursday when I get back home. Also picked up battlefront in the black Friday sales and have the No Man's Sky update to play with plus I need to "git gud" and finish dark souls 3 new game plus.

Just remembered that I bought the bloodborne dlc when it was released and still haven't tried it. That's it I need to stop buying until I finish this stuff (well at least until Polybius is out)
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Re: Playstation VR

Post by snaff »

Misfit wrote:They now have motion tracking (using gyros in the headset, not sensors for proper head tracking) on a PC:

https://www.reddit.com/r/PSVR/comments/ ... dtracking/

A useful step forward.
https://github.com/gusmanb/PSVRFramework is making good progress.

The kind of hacks like leaving the ps4 plugged in and plugging the hdmi output back into itself won't be necessary soon. I have the PSVR on an hdmi switch and only need to move the usb plug from ps4 to pc or back when I want to use one or the other.
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Re: Playstation VR

Post by tenshi_alpha »

Pinball FX2 VR is out on PS4 (and on PC too) - the base game contains the three tables Mars, Secrets of the Deep and Epic Quest.

There's also a "Season One" DLC pack containing CastleStorm, Wild West Rampage, Paranormal, BioLab, and Earth Defense - for an extra £20.... which I am reluctant to get because I already bought all these tables on Xbox 360 and PC... but, I dunno, BioLab might be worth it.

And there's also the Walking Dead table, but honestly... I really don't like zombie themes much.

So far all I've tried is the "Mars" table. It's like *suddenly everything Pinball FX2 was always meant to be*, but.... for some reason the table is way below you and there are no options involving camera placement. It's not *bad*, but I'm looking far more downwards than I'm used to and my neck is a bit annoyed. I'm also most used to the PC version by now so it looks really jaggy, but I can live with that. :)

I find it way more natural to play than the "flat" normal version!

If anyone wants to add me for Pinball FX2 VR leaderboards / wizard scores, I'm tenshi_alpha on PSN. :)
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Re: Playstation VR

Post by CarlBillen »

tenshi_alpha wrote:Pinball FX2 VR is out on PS4 (and on PC too) - the base game contains the three tables Mars, Secrets of the Deep and Epic Quest.

There's also a "Season One" DLC pack containing CastleStorm, Wild West Rampage, Paranormal, BioLab, and Earth Defense - for an extra £20.... which I am reluctant to get because I already bought all these tables on Xbox 360 and PC... but, I dunno, BioLab might be worth it.

And there's also the Walking Dead table, but honestly... I really don't like zombie themes much.

So far all I've tried is the "Mars" table. It's like *suddenly everything Pinball FX2 was always meant to be*, but.... for some reason the table is way below you and there are no options involving camera placement. It's not *bad*, but I'm looking far more downwards than I'm used to and my neck is a bit annoyed. I'm also most used to the PC version by now so it looks really jaggy, but I can live with that. :)

I find it way more natural to play than the "flat" normal version!

If anyone wants to add me for Pinball FX2 VR leaderboards / wizard scores, I'm tenshi_alpha on PSN. :)
I just downloaded it and tried it out :D

Finally, pinball with no vertical scrolling, a good 3D view with proper depth (yes, it IS better dan PS3/4 Zen Pinball 2 on a 3DTV) and you see the whole table the whole time, which is glorious :D

I immediately order the season packs, because I don't think I'll be going back to "regular" pinball on my PS3/4, even with a 3DTV.

I tried out Mars and managed to get a trophy (and I am pretty happy that I finally can see more clearly now where the objectives are where you have to aim).
I also tried out Thing From The Deep, and those sharks swimming around the pinball table (and swimming under it but not reappearing disctracted me a bit) ;-D

See you on the highscores (If I'm not your PS-buddy yet (or no more) you can find me at Carolus-Billius on PSN).
PS4 : Carolus-Billius
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Re: Playstation VR

Post by CarlBillen »

Played a few more tables, but I have to say : the Epic Quest knight is terryfing, especially when he hops around the table.

I do find that the scoreboard area is far far clearer and more readable than the curved TV dashboard.

I also played Bio Lab, got a trophy, but my score did not appear on the highscore tables?

Ah wel, it's pretty fun :D
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Re: Playstation VR

Post by gilesgoat »

Is it friking possible that some VR stuff does not have NOT EVEN A VIDEO to see WHAT is that ???? 8O 8O 8O 8O 8O
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