+1 to the PSVR owners club.
Picked up a V1 with the camera yesterday and had just enough time with it to dabble on one or two things. I'm going to see how things go as to how long I keep it but I'm definitely going to try and get it running on the PC too. Picked up the V1 camera too as I could never find anything to suggest a real value in paying extra for the revised model.
It was easy enough to set up, took two minutes and in my gaming area doesn't get tangled up in anything. I'm space restricted but have little to no interest in room scale gameplay, that's the Kinect level VR I doubt will ever take off, so it was nice that the detection range seemed to work well even though I'm close to the camera and screen. The helmet itself pops into position surprisingly well and comfortably. I haven't had it pinch anywhere or leave daylight seeping in etc so the experience is very quick to get into.
When not in VR software I quite like the suspended cinema screen display they use. The low resolution is a little deflating but nowhere near to the extent that it's distracting enough to spoil the experience. Actual software wise, the first thing I tried out was Farpoint. I'm playing via controller so it took a little calibrating to play fine enough but it works well. Farpoint is, so far, the one time I've found my mind wander as to whether PS Move would add to the experience. You see things like overhead levers where you quickly act out what it'd be like to pull it with the motion and instantly sense how much more immersive that would be but so far it's been a sparse enough sensation that I haven't missed the absence of the Moves.
I'm guessing that everyone experiences The Moment - The thing that basically clicks in your head. Between earlier VR iterations, 3D cinema, 3DS and other forms over the decades the initial experience is just 'nice'. Then the view expands and it improves but it was in Farpoint when you're in the ship and I looked over my shoulder. You start in a cockpit, seated so (likely due to the visual fidelity) it gave a weird sense of place that completely sold the immersion.
On foot the game slips into more typical territory, beyond that though I tried the ocean depths demo in the shark cage. It's nice looking and is the first time I experienced the fabled screen door effect which is quite heavy on that. The missus hates gaming but she was suitably impressed by trying that demo out too. I've downloaded all sorts from the various PS Stores so a lot will be demo tryouts as I think most key titles are ones you can at least sample to see if they're worth it.
I don't think I'd play non-VR games with the headset, they're fine but the image drop is far too severe to warrant it. For the actual VR titles though, so far it works well enough to feel like it's a unique experience even if the positive impression doesn't overcome the other aspects that I already felt would be too big a hurdle for VR to be a big hit. I'm going to dabble with other demos but aim to focus mostly on Farpoint as an initial showcase.
Picked up a V1 with the camera yesterday and had just enough time with it to dabble on one or two things. I'm going to see how things go as to how long I keep it but I'm definitely going to try and get it running on the PC too. Picked up the V1 camera too as I could never find anything to suggest a real value in paying extra for the revised model.
It was easy enough to set up, took two minutes and in my gaming area doesn't get tangled up in anything. I'm space restricted but have little to no interest in room scale gameplay, that's the Kinect level VR I doubt will ever take off, so it was nice that the detection range seemed to work well even though I'm close to the camera and screen. The helmet itself pops into position surprisingly well and comfortably. I haven't had it pinch anywhere or leave daylight seeping in etc so the experience is very quick to get into.
When not in VR software I quite like the suspended cinema screen display they use. The low resolution is a little deflating but nowhere near to the extent that it's distracting enough to spoil the experience. Actual software wise, the first thing I tried out was Farpoint. I'm playing via controller so it took a little calibrating to play fine enough but it works well. Farpoint is, so far, the one time I've found my mind wander as to whether PS Move would add to the experience. You see things like overhead levers where you quickly act out what it'd be like to pull it with the motion and instantly sense how much more immersive that would be but so far it's been a sparse enough sensation that I haven't missed the absence of the Moves.
I'm guessing that everyone experiences The Moment - The thing that basically clicks in your head. Between earlier VR iterations, 3D cinema, 3DS and other forms over the decades the initial experience is just 'nice'. Then the view expands and it improves but it was in Farpoint when you're in the ship and I looked over my shoulder. You start in a cockpit, seated so (likely due to the visual fidelity) it gave a weird sense of place that completely sold the immersion.
On foot the game slips into more typical territory, beyond that though I tried the ocean depths demo in the shark cage. It's nice looking and is the first time I experienced the fabled screen door effect which is quite heavy on that. The missus hates gaming but she was suitably impressed by trying that demo out too. I've downloaded all sorts from the various PS Stores so a lot will be demo tryouts as I think most key titles are ones you can at least sample to see if they're worth it.
I don't think I'd play non-VR games with the headset, they're fine but the image drop is far too severe to warrant it. For the actual VR titles though, so far it works well enough to feel like it's a unique experience even if the positive impression doesn't overcome the other aspects that I already felt would be too big a hurdle for VR to be a big hit. I'm going to dabble with other demos but aim to focus mostly on Farpoint as an initial showcase.
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