PlayStation VR Catch-All

Aristophan wrote:

Now that VR is more widely available, I'd love to hear the reactions of a figure skater, combat pilot, or someone else who deals with these types of situations in reality,

I think even they might have issues, as I understand it the main cause of vr sickness is the disconnect between what your eyes are telling your brain and the reality that your inner ear registers. I mean, we've all driven a car so theoretically Driveclub should sicken no one, it's that disconnect between visual stimulus and inner equilibrium.

AcidCat wrote:
Aristophan wrote:

Now that VR is more widely available, I'd love to hear the reactions of a figure skater, combat pilot, or someone else who deals with these types of situations in reality,

I think even they might have issues, as I understand it the main cause of vr sickness is the disconnect between what your eyes are telling your brain and the reality that your inner ear registers. I mean, we've all driven a car so theoretically Driveclub should sicken no one, it's that disconnect between visual stimulus and inner equilibrium.

Another thing to think about is the whole seasick thing. From what I understand and have personally experienced, it's common for people to get motion sick on large ships like cruise ships below decks because you have no point of reference. I remember feeling a smidge queasy on a cruise ship once. On a little boat rocking all over the place in waves, though, it's not a problem because you can see the horizon, etc.

Getting motion sick in VR would be so much better than getting seasick because you can instantly say "NOPE!" and stop. You aren't so lucky on a ship.

I'd be interested to know if people who work on large ships have less trouble with the motion sick thing.

I played Superhypercube for another 40-60 minutes and couldn't beat my high score. I am getting consistently better, though. I came close a bunch of times. I'm also getting the smash option fairly regularly now because I'm not having to use the slow down time option so often.

A couple things I've been doing that may or may not be helpful or good practice: I don't worry about getting the smart bonuses. I'm not sure if rotations count when you can't see the wall, but I think rotating it around in between walls is a good way to familiarize yourself with the current patterns on the cube. any of the smart, sneaky, etc. bonuses seem way less important than just getting that cube through the damn hole in the wall. You'll get plenty of bonuses as you get better it seems, too.

Also, I think starting the cube out in the most minimal profile possible is the best way to go while waiting for the wall to show up. It's usually those that are the trickiest, so if you're already halfway there, it should help. You can easily rotate the cube out to one of the bigger profiles that generally have much more easy to spot patterns/features.

I'm just cringing waiting for someone on my friends list to beat my score. I think 30 on the worldwide leaderboard is the best I'll ever do. Hopefully they don't reset the leaderboards.

AcidCat wrote:
Aristophan wrote:

Now that VR is more widely available, I'd love to hear the reactions of a figure skater, combat pilot, or someone else who deals with these types of situations in reality,

I think even they might have issues, as I understand it the main cause of vr sickness is the disconnect between what your eyes are telling your brain and the reality that your inner ear registers. I mean, we've all driven a car so theoretically Driveclub should sicken no one, it's that disconnect between visual stimulus and inner equilibrium.

.
I race quite a few motorsport sims with the Vive and never feel queasy, so I find this odd. There must be something else going on with Driveclub. Sitting in a static position should be ideal for VR (vs personal locomotion).

I gave the Eve Valkyrie demo a try. It is pretty cool to be in a spaceship, but the combat seemed meh. Given that it's multiplayer based I'm not really interested. I'd be more interested in a space exploration game. The low resolution wasn't great but it wasn't a problem. I'd probably be more interested in the genre if I had a rift or vive, though, since I have a GTX 1080.

Tried the Tumble VR demo. Yeah, the tracking on controllers just isn't gonna work. It was infuriating. I just turned the game off. I totally get the Giant Bomb frustration. It's just annoying to see your controller swim forward and back. I can't imagine trying one of the games that would make you motion sick. So, I'm pretty much into controller only games like Superhypercube, Thumper, Rez, etc. unless they can fix the tracking problem.

My advice is not to buy any move controller based games unless they somehow fix the swimming tracking issue.

Edit: Mostly, it seems like a solvable programming problem which is the frustrating aspect. There are gyroscope sensors in the controllers, so if you aren't actually moving it, the gyro should override whatever light tracking the camera is doing. I assume there is a gyroscope in the headset, so you should be able to cancel out any light movement input if the headset isn't moving. There may be a lot more to it, but even in the games where you're using a controller, it's annoying to look down at your controller and see it swim back and forth.

What's more likely? It's a solved problem and someone who hasn't made a PSVR game knows the right answer, but the devs don't get it or chose not to do it....or it's not a solved/easy problem?

tuffalobuffalo wrote:

Tried the Tumble VR demo. Yeah, the tracking on controllers just isn't gonna work. It was infuriating. I just turned the game off. I totally get the Giant Bomb frustration. It's just annoying to see your controller swim forward and back. I can't imagine trying one of the games that would make you motion sick. So, I'm pretty much into controller only games like Superhypercube, Thumper, Rez, etc. unless they can fix the tracking problem.

I tried tumble with the DS4 and was surprised at how good the tracking was, especially after the first Giant Bomb stream. I had a couple of dodgy moments - i think the world started warping when I might have covered up th centre LED on th headset - but overall it was quite accurate. I've read one review that said the move controllers were more accurate then the DS4, so. I assumed the experience would be better.

I don't think I've posted this video before, but it's late and I've got a cold.

One thing to remember is you can calibrate the Move controllers as well as the VR headset. I've calibrated each time I've moved the camera and I haven't had too many issues, although some games seem better than others. The entire setup does seem a bit fickle which is unfortunate, but overall my impressions have been favorable.

I really think Driveclub's issues likely stem from retrofitting VR into the existing game. I suspect a driving game built from the ground up would have less issues.

The Tumble VR demo was rather impressive with the Move controller, so much so that I purchased the game about a week sooner than I originally planned.

I was showing off my headset to a friend of mine (we alternated experiences) and I was surprised to discover how immersive the London Heist campaign was, or at least in parts. For example, I don't smoke, but I thought it would be funny to pretend to in the beginning sequence of the game and was exceedingly surprised by how the game reacted to the act.

Spoiler:

When I removed the cigar from my mouth, I exhaled and the smoke appeared to be exhaling on screen! I couldn't believe it, but I was able to repeat it, and I am thrilled by its inclusion.

I, also, accidentally, tried to rest my hands on the in-game table. When they fell through it startled me, though my friend got a laugh out of it.
The London Heist shooting gallery has been addictive too, the Move controllers just track so well that I enjoy remaining immersed in that activity. I even had a top 50 score for about a day!

The demo to Job Simulator was something I was really looking forward to, unfortunately I can seem to convince the camera when I'm standing and when I'm crouching . I plan to give it another go tomorrow, but if I'm stuck beneath my desk again, then I'll have to cross that game off my list.

The demos for both EVE Valkyrie and RIGS had very nice cockpit views, though they didn't really sell me on needing to be a VR specific title. I plan to run the demos again to see if I change my mind regarding their design.

I loved the demos for both Wayward Sky and Harmonix's Music VR (Especially it's Tilt Brush equivalent). I think the Move controllers contribute quite a bit to what I've enjoyed in VR so far. The only Dualshock demo that caught my attention, at least from what I've tried until now, was Thumper. I can see why others have been coming here to post about it, it's a blast. My wallet is likely to look a little thin after payday this week .

If anyone has access to hulu, they've added a cool VR functionality mode that includes 3D videos, but also a virtual space to watch regular shows. The virtual space is really well done, it features an enormous television, a view of a city skyline (with blurred flashing billboards and ariel craft), and the surroundings reflect the brightness of the television. I watched two episodes of One Punch Man and marveled at the surroundings reflecting the flashing lights from the show's intro. I don't foresee myself returning to vanilla hulu after that.

Tomorrow I intend to try the games that I purchased to play in VR, but can have played them without: Bound, 100ft Robot Golf, and Rez.

tl;dr: Any time a game allows for Move controller use, do eeet! Try hulu in VR, it's pretty. More to come tomorrow or later.

-

Also, I can't seem to connect the PlayStation Community to a game I don't own, so it is currently set for FTP game World War Toons. I could probably link other folks into becoming moderators if that would allow a different game (depending on if their is anything specific community matchmaking might be useful for at this time). For those interested, either PM me or post on the PS community board and I'll upgrade you.

I really love Super Hypercube, but need to spend more time with it. Seeing Tuffalo's crazy high score on my friends leaderboard is a bit of a motivation:)

Rez Infinite is as glorious as I thought it would be. Like slipping into a pair of comfy slippers.

Games with cartoon style really seems more suited to the low resolution of the PS VR: my first thought in the EVE Valkyrie demo was "eww, I wish this was clearer," but something like Battlezone doesn't make me notice.

It's a really cool toy: I'm glad I bought it.

Here's my first time playing Battlezone. It made me realise that VR-game developers are going to have to work on how the present information and handle tutorials.

In FPS games, everyone's bored of back-to-basic tutorials on turning left and right. In VR, it feels like those are essential and the player needs time to absorb it, since so much of one's bandwidth is spent on not trying to feel ill, or looking around the world and etc.

I picked up Rez Infinite. The demo had me concerned about the VR implementation but I knew I'd play through it without VR anyway as it's one of my all-time favorite games. The problem with the demo is that they don't allow you to change the control scheme and are forced to use head tracking for targeting. The full game lets you switch the controls to use both head tracking and the controller for aiming/camera movement and that totally makes the game playable.

So I take back anything bad I may have said about Rez in VR. It's amazing, every bit as much as I remembered. I've always said that Rez is what William Gibson imagined cyberspace looking like. Now with VR I literally felt like a deck jockey.

I'm not sure if they made the game easier, if my muscle memory is that good or if VR makes it a little easier but I was able to tear through the game with nearly 90%+ on everything. I remember the boss fight sometimes giving me issues but I tore through it with no problems.

Not a game where VR is necessary but man is it cool. I know I'll be playing through this many times over, just like I did back in the day.

In a timely turn of events, I was refunded my preorder on the upcoming South Park game since it was delayed into next year. Used the funds to buy Rigs, and have been really enjoying it. Put in a few hours today with short breaks scattered throughout, and absolutely no discomfort.

Glasses GWJers, don't bring the screen in too close, even though it feels natural to do so. I've had my current glasses for almost two years without a single scratch, today after a few hours on PSVR there's a little divot carved out right in the center of my field of view, gonna be annoying until I can get a replacement pair.

1Dgaf wrote:
tuffalobuffalo wrote:

Tried the Tumble VR demo. Yeah, the tracking on controllers just isn't gonna work. It was infuriating. I just turned the game off. I totally get the Giant Bomb frustration. It's just annoying to see your controller swim forward and back. I can't imagine trying one of the games that would make you motion sick. So, I'm pretty much into controller only games like Superhypercube, Thumper, Rez, etc. unless they can fix the tracking problem.

I tried tumble with the DS4 and was surprised at how good the tracking was, especially after the first Giant Bomb stream. I had a couple of dodgy moments - i think the world started warping when I might have covered up th centre LED on th headset - but overall it was quite accurate. I've read one review that said the move controllers were more accurate then the DS4, so. I assumed the experience would be better.

Yeah, I think we're early days with regard to figuring out what might be wrong with PSVR setup - I've also had no problems with the controllers - with the minor exception of Job Simulator, and that was my first day of VR - and found they significantly added to immersion. So much so that when I took a break from Arkham VR (which may be short, but man is it polished and immersive) I kept looking at my real-life hands and thinking something seemed...wrong with them. I think the fact that I could move fingers independently was freaking my brain out.

I haven't seen a lot of talk about Arkham in this thread, and noticed that a lot of review sites have given it a knock for being more an experience than a game, and only two hours, but it was definitely the game that gave me the strongest sense of being in a whole different world. It's really an incredible experience to be in the same Batcave and Gotham that we've been in in the previous Arkham games. Standing on the edge of a roof, gazing down on Gotham, I simultaneously wanted to get the heck away from that edge (I have acrophobia), and grab the railing and lean over farther. The latter was a mistake, of course, since, I'd forgotten that that railing didn't exist in real life, and almost fell headset-adorned-face-first.

Of the games I've played so far - almost all of the demo disc, everything in VR Worlds except Danger Ball, Rush Of Blood, Wayward Sky, Playroom VR's Robot Rescue, the Blood Ties section of Rise Of The Tomb Raider, and Batman - I'd say Arkham has been the best overall experience. In its short time (which was actually more like four hours for me, as I had to check out every nook and cranny) there was a real wealth of things to do, with gorgeous, detailed environments, and great voice acting. There's also Riddler trophies to connect your second go-through, which I'll eventually get to once I've tried out all the other games I've picked up & demos that are available.

London Heist, on VR Worlds, has the same level of detail and acting, but it's a much more limited experience. They did a great job of anticipating things the player would do, though - someone already mentioned exhaling smoke when you take a cigar out of your mouth, which I didn't experience, but there was a moment when someone blow smoke in my face, and I reflexively blew it back - I could swear the smoke eddied appropriately, possibly because they used the mike to listen for me making sound.

Wayward Sky is really charming - people should at least try the demo - that and and article about it convinced me to buy it, although I haven't had time to go any farther. Headmaster is very much Portal-style narration in "soccer re-education camp" - the price is low enough that playing the demo was all I needed to pick it up.

I've also really enjoyed the creepy roller coaster light gun ride that is Rush Of Blood. Again, I've had no issue with Move tracking, so the aiming is great (I actually had problems hitting targets with the guns in London Heist). They also offer quick in-game re-calibration of the Move controllers, which seems like it would be helpful if they gradually drift a little off, but if you're having a more fundamental issue with Move tracking it probably wouldn't help with that.

Hopefully people with Move issues can get things sorted out - when you've got hands in a game that accurately mimic what you can feel your own hands doing, it's remarkable how much that helps sell the illusion of really being there. Like I said, I haven't had any issues, so I don't have a lot of insight into what could be wrong, but the things I'd think might be worth experimenting with are distance from the camera (its field of vision can be pretty narrow), and room lighting - maybe there are lights in the room that it's mistaking for controllers.

AcidCat wrote:

Glasses GWJers, don't bring the screen in too close, even though it feels natural to do so. I've had my current glasses for almost two years without a single scratch, today after a few hours on PSVR there's a little divot carved out right in the center of my field of view, gonna be annoying until I can get a replacement pair.

Yeah, I had some issues figuring out how to get the headset to work with glasses. After the first day I realized the rubber light shield was doubling over and pushing against the ear pieces of my glasses, which was causing discomfort and also moving my glasses to the side. Once I figured that out, I realized you only need to move the screen close enough that the light shield just gently touches your face - even if there's some space open letting in light, you really don't notice it once your concentrating on what the screen's showing.

There's some protective film covering the lenses, which I didn't realize was there for the first two days. Honestly, I'd recommend adopting that as practice - keep the film on (it's transparent) for the first few days, until you get comfortable with putting on the headset and adjusting it, at which point you can remove the film.

Playing with the painting Harmonx Music really helped me identify where the weaknesses in tracking are. When I would paint in front of my chest things worked well, but my inclination was to paint in front of my face/eyes, which confused the heck out of the camera causing warping of my view (and nausea) and the move controller to jump around randomly.

My wife had some issues when playing the shooting gallery in London Heist because she kept trying to put the gun up to her face to look down the barrel, and again, move controller in front of the face was causing the issue. Wonder how many reporting issues with tracking, are having issues due to occlusion of the tracking lights.

Is Super Hypercube not actually on the demo disc? It just has a button for Buy when I go to it. Is that just me?

SixteenBlue wrote:

Is Super Hypercube not actually on the demo disc? It just has a button for Buy when I go to it. Is that just me?

That's weird. I do remember seeing the title card when flipping through the games on that disc, but I didn't check it because I'd already bought the game. It's not actually listed as a demo on the store page, so it must just be a link to buy.

I can see why there isn't a demo. It'd be kinda lame and you'd just have to time it out after level 1 or two. The game is so simple any kind of demo might give away too much.

I think that's a tough call to make as a dev on that particular game. Regardless, there are plenty of videos out there showing exactly what the game is, so all you don't get is that VR experience which I guess you'll have to pay for.

It's totally worth the money to me, but if it's not worth it to you, just wait a bit and see if it gets down to $15-$20 at some point. I imagine there will be some Christmas sales where you can get a decent discount.

I'll probably look for a video on youtube and make the decision. I can extrapolate what the VR aspect of it would be like, I assume.

Thanks for the info!

SixteenBlue wrote:

Is Super Hypercube not actually on the demo disc? It just has a button for Buy when I go to it. Is that just me?

That's true of Bound, too - just a Buy button, no Play button. Because I'm comfortable with my pedanticism, it seems to me like not having a demo should exclude you from the demo disc. Harrumph.

Evan E wrote:
SixteenBlue wrote:

Is Super Hypercube not actually on the demo disc? It just has a button for Buy when I go to it. Is that just me?

That's true of Bound, too - just a Buy button, no Play button. Because I'm comfortable with my pedanticism, it seems to me like not having a demo should exclude you from the demo disc. Harrumph.

It's definitely odd. I assume they're trying to say "look how many VR games there are already" but it's a misleading way to do it.

Related question - Super Stardust Ultra VR? Does this work for anyone? The store won't let me "buy" it because I already own the base game. Base game says I need to buy the VR DLC and clicking to open the store doesn't work. Is the VR portion not out yet?

I'm really loving my PSVR so far. I finished my playthrough of the London Heist this weekend and it was great fun. A particularly hilarious moment happened in my final scene (spoilered in case anyone hasn't gotten through it and cares about the story, such as it is):

Spoiler:

So kidnapper guy and older boss guy start fighting in front of me as I'm sitting on the chair, and I'm just marveling at how good it looks. As they fight I'm thinking very consciously about how this looks, how the developers must've put this together, what other things they could've done with VR...very detached. Then, when the two guys grab at the gun and it flies up in the air in slow motion, I stop thinking. I reach up and grab the gun. Each guy tells me I should shoot the other. I think about it for a minute, and then think, a ha, I know what I would do to avoid making the wrong decision: I fire my gun straight up into the air. What a creative solution! Surely these guys will realize they're both my friend and we're all being set up, or something like that. Then suddenly, the older guy grumbles, slits the throat of the bald guy, and then lunges straight at me with a knife. I nearly fell out of my chair screaming in the moment, which left me laughing my head off through the credits. I was so detached at first, but it didn't take much for me to forget myself completely. I look forward to more experiences like that in VR.

I also picked up "Loading Human Chapter 1" for PSVR, because I was looking for something to buy with some Amazon credit, and it advertised itself as a VR adventure game, which sounded neat. Unfortunately, this is easily the worst VR experience I've had so far. It makes the unwise decision of trying to implement 3d movement with a "walking" system, which has just made me queasy every time I've played. The system often gets confused about whether I'm trying to turn or walk forward, and there are additional weird shifts for things like if you grab a doorhandle--even if you were in a perfectly fine view to see the handle, grab, and pull, for whatever reason the game will sometimes decide you should leap forward about a foot and to the right a few inches, which results in a very unpleasant lurch. Any unanticipated jolt in your perspective can be stomach-turning, and this game does it far too often.

On top of making me ill, the game just isn't great. There are adventure game-y puzzles that are both intellectually simple (find the keycard to open the alarm panel) and practically difficult (I found the keycard, but there's no inventory system, so I thought maybe I could drop the card from the 2nd floor down to the 1st floor over a railing, but once I got back down the stairs the card had disappeared). The combination is just incredibly frustrating--I'm not trying to solve a puzzle, I'm trying to figure out how to do an incredibly easy thing that the game's clunkiness just makes challenging. I'm stuck at a point where I'm in a room, and a guy has said to me "get the coordinates off of my desk." There are like 10 desks in the room, several of which are behind weird angles that are difficult to navigate, and none of the desks have any obvious markings on them to show me which desk is this guy's desk, and nothing I can interact with is showing me coordinates. So my last play session was like 20 minutes of uncomfortably wandering around this room trying and failing to find a note on a desk. The guy is right there, but for some reason there is no prompt to say "hey, which desk is yours?"

After fiddling with this for a while, I found some reviews on Steam, where apparently this game has been available for a while, and it sounds like no part of this game is particularly well done, and that the "Chapter 1" in the title means this game (which was a Kickstarter originally) also ends abruptly with no satisfying conclusion to the chapter, so...I'll be trading this one in ASAP. Oh well. Based on the positive reception, I'm thinking I'll pick up the Batman VR game soon. I always want to play some cockpit-based game, and from my demo experiences so far, I think that'll be Battlezone for me.

SixteenBlue wrote:

Super Stardust Ultra VR? Does this work for anyone? The store won't let me "buy" it because I already own the base game. Base game says I need to buy the VR DLC and clicking to open the store doesn't work. Is the VR portion not out yet?

According to someone at AVS Forums:

It's $10 for people who already own the game, I believe it is $19.99 for people who don't to get the whole thing (although I can't see the price). The full game link is: https://store.playstation.com/#!/en-us/games/super-stardust-ultra-vr/cid=UP9000-CUSA06024_00-SUPRSTARDULTVRUS. If you already own the game, that will show as "Not available for purchase" and you want this one instead: https://store.playstation.com/#!/en-us/games/addons/super-stardust-ultra-vr-add-on/cid=UP9000-CUSA01560_00-SUPSTRULTADLC1US.
Evan E wrote:
SixteenBlue wrote:

Super Stardust Ultra VR? Does this work for anyone? The store won't let me "buy" it because I already own the base game. Base game says I need to buy the VR DLC and clicking to open the store doesn't work. Is the VR portion not out yet?

According to someone at AVS Forums:

It's $10 for people who already own the game, I believe it is $19.99 for people who don't to get the whole thing (although I can't see the price). The full game link is: https://store.playstation.com/#!/en-us/games/super-stardust-ultra-vr/cid=UP9000-CUSA06024_00-SUPRSTARDULTVRUS. If you already own the game, that will show as "Not available for purchase" and you want this one instead: https://store.playstation.com/#!/en-us/games/addons/super-stardust-ultra-vr-add-on/cid=UP9000-CUSA01560_00-SUPSTRULTADLC1US.

Yes, thank you! That second link is what I needed. I would've assumed the game would direct me there when I click on it in-game, but apparently not. Or it tried to and failed.

Evan E wrote:

I haven't seen a lot of talk about Arkham in this thread, and noticed that a lot of review sites have given it a knock for being more an experience than a game, and only two hours, but it was definitely the game that gave me the strongest sense of being in a whole different world. It's really an incredible experience to be in the same Batcave and Gotham that we've been in in the previous Arkham games. Standing on the edge of a roof, gazing down on Gotham, I simultaneously wanted to get the heck away from that edge (I have acrophobia), and grab the railing and lean over farther. The latter was a mistake, of course, since, I'd forgotten that that railing didn't exist in real life, and almost fell headset-adorned-face-first.

Wholeheartedly agree. Worth every penny of the $20. Batarang target practice in the Batcave was so satisfying, mainly due to using your real-world hand to grab the virtual weapon off your belt and throwing it. The ending is a fantastic button to Rocksteady's entire journey with the series.

FYI for everyone dropping all their digital dollars at the Playstation store right now. There's a "$15 back on $100" deal through the end of the month. I'm at $99.97, so I HAVE to buy something else, right? RIGHT?

Headmaster, Wayward Sky, Tumble, or Thumper......hmmm.

mrlogical wrote:

I'm really loving my PSVR so far. I finished my playthrough of the London Heist this weekend and it was great fun. A particularly hilarious moment happened in my final scene (spoilered in case anyone hasn't gotten through it and cares about the story, such as it is):

Spoiler:

So kidnapper guy and older boss guy start fighting in front of me as I'm sitting on the chair, and I'm just marveling at how good it looks. As they fight I'm thinking very consciously about how this looks, how the developers must've put this together, what other things they could've done with VR...very detached. Then, when the two guys grab at the gun and it flies up in the air in slow motion, I stop thinking. I reach up and grab the gun. Each guy tells me I should shoot the other. I think about it for a minute, and then think, a ha, I know what I would do to avoid making the wrong decision: I fire my gun straight up into the air. What a creative solution! Surely these guys will realize they're both my friend and we're all being set up, or something like that. Then suddenly, the older guy grumbles, slits the throat of the bald guy, and then lunges straight at me with a knife. I nearly fell out of my chair screaming in the moment, which left me laughing my head off through the credits. I was so detached at first, but it didn't take much for me to forget myself completely. I look forward to more experiences like that in VR.

That's brilliant! I had a different ending; it's great to know they were anticipating different reactions, and branched on your behavior rather than "press the button to choose between two different states".

Spoiler:

As soon as the gun was in reach, I shot Burly Jason Statham Dude®; he reminded me too much of everyone who shoved my head in a locker in high school.

Apparently the VR Worlds developers are the ones who made those interactive books that were available for the PS3 ("Wonderbooks", I think), so they have experience designing games that seem like they're reacting to you, rather than reacting to your button presses.

Based on those Loading Human impressions, I'm going to take it off my rental list. I'm also going to send DriveClub back. I bumped up my rental subscription to four discs a month just for PSVR. Once I've gone through a few, I'll knock it back down to two. It's unfortunate that most games appear to be download only, because I think I'll run out of things to rent soon.

ANyway, here's my first time playing Thumper. It wasn't overwhelming as such, but it made me think a lot.

EDIT: If you hover over the video, you see a small animation of the gameplay. Never noticed that before. Quite cool.

Well sad news for me, the contact between my glasses and the PSVR lens last night that scratched my glasses, also scratched the PSVR lens. As unlikely as that sounds, the scratch is in the exact same position as it is on my glasses. And yes, it is totally visible when playing. Since there's no way I'm going to just try to ignore a blurry spot in every game from here on out, I'm returning the bundle to Amazon, which kinda sucks since there aren't more bundles to exchange for and I just have to get a refund. What a disappointing pain in the ass.

If you wear glasses - DO NOT bring the PSVR too close to your face!

Your previous post made me much more careful when pulling the headset towards my specs. I just had a look and couldn't see any obvious scratches (albeit with the headset off). I know it's annoying, but at least you helped people.