+1,000,000 mobile units shipped, around 200k for desktop. You exsist now, so VR Thread up for discussion.
VR Thread
Thanks mate, but I'll wait for October
I hope you plan on getting the 4.5. I read some snippits from a dev working with it that the playstation VR is running quite poorly on the origional playstation 4.
It's probably not as bad as it is trying to get good performance on the phone VR but people are going to be expecting some sort of quality on a next gen console.
I've never actually tried VR, but shouldn't it be completely useless for anything not first-person?
I highly doubt Sony will allow any framedrops in their VR games whatsoever. At worst they will look like complete shit, but they seem pretty serious on running them well, since they are shipping the most mainstream HMD (outside of mobile) so they can't really take those kinds of risks
Not really. While a lot of the novelty of VR comes from an immersive first-person POV, your perspective doesn't necessarily have to be one of the player-controlled character. Essentially it just turns your eyes into the game's camera. Instead of moving a mouse or an analog stick to adjust the camera's view, you just move your head. I can easily envision a third-person platformer built for VR, for instance. Whether or not it'd utilize the full capability of the hardware would be up for debate, but I imagine people could get pretty creative with it.
It's not so much what they will allow but what the system is capible of.
At the moment the Unreal 4 engine is running the Vulkan API on google's new phone VR (which also has a motion "remote" that is as accurate as the vive controller). If you haven't seen the difference Vulkan is making on the mobile tech side it's worth checking this out
www.youtube.com/watch?v=zr6u5wJEs4w
Basically Sony needs to get it together before they get their ass kicked by a phone.
As the other user stated first person isn't required. There are quite a few fun true 3d games out there.
If you want to experience the highest quality immersive gaming your best bet is in first person however.
>mobile units
Cardboard?
In the hours of videos Ive watched about it Ive yet to see someone complaining about PSVR performance issues
Even the guys at TESTED said they couldn't tell which games were being reprojected from 60 to 120 and which games were native 90fps, so that's a good sign
GearVR. Keep in mind however that anyone who preordered the Samsung Galaxy S7 got one for free so there is some serious number padding on units shipped.
Ordered my Vive last week. Fuck Oculus.
Let's hope Sony don't fuck it up for everyone
You're right. Gear Vr 2 can't come soon enough
Vive arriving this week too, got a huge space ready for some meme games. What really interests me is regular games modded for VR, can't wait to try out dark souls 3 with it looked very playable.
don't see why they'd fuck it up for everyone else.
It's not like PSVR could possibly be worse than mobile VR which is already the most popular and limited form of VR and yet didn't "ruin it" for others.
I'm certain all public demos have taken performance into account. Much like the GearVR there are alot of tricks of the trade you can do to squeeze every last drop of performance out of a system. Unlike phones however your playstation shouldn't shutdown after 15 minutes due to heat.
Now with that in mind you must also factor in that everything about mobile rendering is heavily outdated and rendered in mono. There is a possibility that with the combination of Vulkan and stereo rendering that the mobile platform will out perform stock playstation 4 VR.
Not that it really matters how well a product performs. At the end of the day Sony has proven time and time again that you can dominate the video game market with weaker technology so long as you have the exclusives. That right there is Sony's only saving grace. The ability to buy out developers and have them create unique products for their hardware. If they made From whip up a half assed first person Bloodborne then that title alone will allow the PSVR to take the number 1 spot by a landslide.
Yeah, problem with PSVR won't be with performance but the tracking. PS Move and the PS Camera just aren't as capable and multiple people have mentioned Move with fast movements has a bit of lag to it.
The thing about mobile VR is that it is the best bang for your buck in terms of some of VR's utility features. IE: stereo 360 pics/vids etc. Now like I mentioned above U4 is setting up Vulkan to be used with the mobile platform so sometime soon all those people are going to be able to use their phone to it's actual full potential. All those programmer prophecys about mobile outperforming consoles is actually happening right now software side on current gen phones behind closed doors.
The real question is how will these new breakthroughs impact battery life and overheating. If it gets worse then it's useless. But if it gets better then that's a major step forward for mobile development.
This is Sony, they'll find a way to abandon it in six months and rush after something else while we're all paying for some sort of bullshit VR subscription to play exclusive games
Well they already have the biggest sim-lite driving game of all time on PSVR's side, and driving games are one of the best things to showcase VR. Every main GranTurismo game has sold over 10 million copies, but no one's sure what GTSport is yet so it might sell less. Still a multi-million seller but perhaps on in the teens this time.
But more than anything it'll simply succeed because not only is it the cheapest option but also has the easiest barrier of entry (mobile aside) of the 3 big HMDs
However selling more than Oculus/Vive isn't that much of a feat in the eyes of big developers. Even a 3million install base would be too little to push for dedicated VR games (that aren't paid off by Sony/Vive/Oculus)
I've heard the move issues too, but only in relation to Golem which is the shittiest game out there. so I'm not yet sure if it's truly Move's fault or shitty programming on the part of Golem devs.
From what I've seen of Dreams the controllers seem to be doing just fine
youtube.com
I'll wait and see though
That could be true about the controllers. Nobody was impressed with the Wiimotes however when developers started using them with early Oculus prototypes they reported that the Wiimotes are actually very accurate, it's just that the console or the titles were not using them to their fullest potential.
I don't think it's just Golem. This guy mentions issues in more than just that game.
gizmag.com
I think Golem has design issues in addition to the tracking not being 100% which doesn't help. Most devs are probably designing around the faults in the tracking trying to avoid it which is why it might be more noticeable in games that were originally built for the Vive like Job Simulator.
Lol nice try pc cuck PS4 is the most powerful platform of all time even putting PC to shame they just dont have the software update the hardware needs yet
I returned my Vive. Feel free to ask me questions.
Did you even play games?
well one of the examples he gives is Golem which is pretty moot because they use pre-backed QTE-like animations for attacks/defence moves. Either that or they simply didn't translate the 1:1 movement well at all. Golem gets rightfully panned on every article and video I've seen.
The other with job simulator was the tracking completely flipping out
>and suddenly the virtual hand would fly up in the air, two feet above my head.
which seems strange, could be due to other light sources in the light-ridden press event, low batteries (which have affected both Vive and Oculus controller tracking in demos too), bad callibration, etc
I'm not trying to defend Move too hard since I've never used the things, but I keep up with Dreams streams and I have never seen such issues in the 10+ hours I've watched of precise Zbrush-like 3D modeling, where even controller rotation is utilized
youtube.com
In the golden age of falseflags you really ought to try harded than that.
no
because there were no torrents for the "real" vr games, and because the "real" ones had no actual fun value and were just shovelware
but I did try vorpx in several games like mirror's edge and bf4 and promptly threw up afterwards because it induced sickness
the most fun I had was jacking off to a vore VR app
and even then it wasn't immersive because current gen VR looks like shit. i'll elaborate if you want because this shit made me so mad i wasn't even mad just disappointed
oculus is fucking garbage shit always does not want to see hdmi port
Vorpx is impossible with a Vive. You really need async time warp or it's sickness inducing. It was shit in the Rift as well until ATW made games actually playable. But yeah no headset is really worth it unless you are a dev, that's just the simple fact. I've been trying to tell everyone that, but everyone keeps acting like room-scale makes it different.
>the most fun I had was jacking off to a vore VR app
pls tell
I was one of those nerds shilling room scale like it's the next big thing, but only when I actually got the Vive did I realize it doesn't fucking matter.
Like at all.
All room scale does is remind you that you're not actually in the world and are limited to the boundaries of your room. It makes you constantly want to have more room to do things. It is NEVER big enough and your cable is NEVER long enough for this not to be true.
The solution to this is simple: you get a VR treadmill. Which costs another $1000. And doesn't simulate bending down and picking stuff up because you're tied down in this baby cage of a treadmill that is exhausting to move around in.
All the while, it looks like utter shit and never looks real because everything is pixellated and blurry.
Yea. 1st gen sure is shit.
You can easily extend the cable. Games like SPT and Holopoint are absolutely necessary to have room scale in and are fun as fuck. Sounds like you're a fat ass that couldn't handle walking around.
virtuooooo reaarity
>I was one of those nerds shilling room scale like it's the next big thing, but only when I actually got the Vive did I realize it doesn't fucking matter.
Yup, and I was one of the actual VR owners and devs telling people room-scale is not that big of a deal and got called a Facebook shill for it.
>And doesn't simulate bending down and picking stuff up because you're tied down
Actually the Cyberith one has full crouching down, bending over and sitting support. The exhaustion and crazy expense of course still applies.
>All the while, it looks like utter shit and never looks real because everything is pixellated and blurry.
>Yea. 1st gen sure is shit.
Yeah for some people SDE and the pixelation of far off things aren't that problematic to them, I'm one of those, but I always told people if DK2 or GearVR was too pixelated for you don't get a Vive or Rift headset yet, there isn't that much of a difference.
VR still has potential, but it's going to take several more years before it's anything but a super niche device. And the biggest key to its full potential is really resolution and the graphical power to drive that resolution not motion controls.
>hurr you can just extend the cable!
>roomscale is actually good on (shovelware) and (shovelware #2)
>i bet you just don't want to move around
This is what you and previously me sounds like.
Room scale is never going to be big enough to do the actually immersive things we dreamed of without jank mechanics like teleportation like:
Taking a walk in a huge VR park.
Going shopping in a 1:1 VR mall.
Literally anything that requires moving from more than one side of the room to another.
Next time you make assumptions, try to at least nail the correct one. Accurate movement is immersive. That's the point. Roomscale as it is now is not immersive at all.
Well considering you didn't say anything that says you aren't just a lazy fat ass acting like a green text is somehow a rebuttal and discrediting SPT as shovelware, I'm going to keep assuming you're just a lazy fat ass.
How does the phone VR work? Is it like samsung gear? Or is it something different that works on other android devices?
Honestly it's worth it just for the porn. Though it does feel a little awkward being so close to girls...
The actual games are fun too.
>make several examples why room scale isn't immersive
>make it clear that treadmills are actually immersive and a passable solution to the lack of freedom of roomscale
>somehow you still think I don't care about roomscale
Keep strawmanning. You may think I'm a fatass, but I know you're a dumbass.
Also SPT, Budget Cuts, Hover Junkers, and every single "made for VR" game aside from Valkyrie is pure unadulterated shovelware. You're in full-delusion mode if you think your literal arcade shooter is worth the price you paid for it.
I feel sorry for you. But not really since I was smart enough to bail after realizing how shit first-gen VR was. Thanks for keeping the dream alive for 2nd gen though.
>aside from Valkyrie is pure unadulterated shovelware
Valkryie is shovelware too. I enjoy my Rift and even I admit that.
I think you need to learn what strawmanning is bud. If anything this is ad hominem. It's funny that I'm striking a nerve either way since you keep replying to a simple insult.
>. But not really since I was smart enough to bail after realizing how shit first-gen VR was.
Actually I feel bad for you. You could have at least sold your Vive like I did and made some profit but you were a retard and just returned it. I sold two of them and actually made money as well as keeping a Vive that I'm enjoying every day.
>I'm only pretending!
Now I don't feel sorry for you at all.
>15€ is a lot of money
You either you go to arcades and get nickle and dimed in a public place, or pay this atrocious, completely unreachable for common folk sum of money and play it in peace alone or with friends with beer that doesn't cost 6€ per pint.
Shut up fatty.
You don't even know the definition of shovelware.
You're the only dumbass here.
I'm not pretending at all. I'm still calling you a fat ass.
The problem with VR is that everyone thinks it's a gimmick until you actually try it. You basically need show rooms that are constantly available so people can try demos for themselves.
Microsoft Stores have Vive demos and some Best Buys have Rift demos now.
>Microsoft Stores have Vive demos
Always thought that Oculus was Microsofts lapdog. Interesting.
>24 inch 3D monitor gn246hl:$189.99
>4 inch 3D monitor inside plastic:$800.99
I live in New Zealand and we have none of those stores. I wasn't even aware Microsoft Stores were a thing.
Literally the only VR demo I've seen is a Samsung phone one that doesn't actually work. Trying the headset on, I was acutely aware this wasn't going to work anyway since I wear glasses
I think Oculus stuck a contract with Best Buy way early on which is why you see them in stores before people that ordered even within an hour of pre-orders going up.
I'm sure you'll see Oculus demos there once Touch comes out. The Microsoft Stores are better fit for standing stuff since they demo Kinect there too. It'll be really interesting if the rumors that the new Xbox will have Rift support as well.