PlayStation VR Catch-All

tuffalobuffalo wrote:
1Dgaf wrote:

Also, the dev hhoped it would be able to improve tracking. Is that what the 30% boost in cpu could partially be used for?

I don't see how that would help, honestly.

OK, I don't mean to get to technical here, but presumably the PlayStation is looking at the stuff coming from the headset, camera and controller and figuring out what to do with it. If the Pro can do 30% more computer, it can look at the stuff more often and a bit closer, see?

You know, computers.

1Dgaf wrote:
tuffalobuffalo wrote:
1Dgaf wrote:

Also, the dev hhoped it would be able to improve tracking. Is that what the 30% boost in cpu could partially be used for?

I don't see how that would help, honestly.

OK, I don't mean to get to technical here, but presumably the PlayStation is looking at the stuff coming from the headset, camera and controller and figuring out what to do with it. If the Pro can do 30% more computer, it can look at the stuff more often and a bit closer, see?

You know, computers.

I hope so! It just doesn't seem like a lack of compute power that's causing the issue, but who knows? Maybe they can use some extra oomph to do calculations that reconcile the light tracking by the camera with how the gyroscope is acting. It seems like a coding vs. power issue to me with the problem fundamentally being with how the camera tracks light. The way it tracks light seems to have some issues with depth. It's really good with the X/Y coordinates but not the Z coordinate. That's why you see it swimming a little back and forth (particularly the controller tracking) in the Z coordinate direction. I hope they can get the firmware updated to have some better Z coordinate tracking that takes more input from the gyroscope. For example, if there isn't any gyroscope input, don't move in the Z direction.

Eldon_of_Azure wrote:

Has anybody tried out Sports Bar VR? The idea of hanging out in VR playing darts and pool sounds really appealing to me. Not sure how'd I drink my beer though.

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I tried it out Tuesday night with Rabbit. When we finally figured out the PS4 party system/hosting/play together, it was pretty great. We couldn't figure out how to block the pubbies who entered the bar (max of 6), but the party host can boot them if they start interfering in a game.

Rabbit and I played pool together and it was a blast. Having chat audio through the headset and seeing your friends partial avatar (headset and hands) in the same playing space was a pretty decent hang. Once we got the feel of the pool mechanics, we even had a decent match.

If we could fill a room with a bunch of Goodjers, that'd be sweet. Even solo, I think it's a good experience.

I could probably be convinced to buy it and join in just because I want to see how the social type VR stuff works and the Star Trek game isn't out yet. I'm pretty free this weekend.

Do you think that's the best PSVR social game/space out at the moment?

Edit: Also, that's pretty funny you convinced Rabbit to get one after hearing that conference call.

Rabbit got one? Haha, amazing! Let the digital winds touch his face!

Super sad to hear Star Trek Bridge Crew has been delayed to March 2017: http://www.polygon.com/2016/10/20/13...

Detailed interview with Cerny on PlayStation Pro. Doesn't mention improving tracking, but there's support for 'multi-resolution' technlogy, that EG says will allow devs to render the edges of VR screens at lower resolution, boosting performance.

Also PS4 games won't get any boost to performance by default. Devs will have to patch the game.

http://www.eurogamer.net/articles/di...

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Woohoo! Finally passed my high score and then some. I went a two full levels further than ever before and popped two trophies. I was having a lot of trouble and just kept at it. Finally got a lucky run where everything was pretty zen. I wasn't even getting a lot of distinct key shape areas. Dunno how it happened. I even upped my highest rank on the all-time leaderboard to 26. Pretty sure all the scores above me are robots.

Tips: Go as fast and simple as you can in level 1 and level 2 because you'll build up to a smash more quickly. I didn't realize that was a mechanic exactly. If you're fast, it builds up way faster. The bummer is that when it gets tough later you can hardly build the meter. Take risks and start over if you screw up too badly. Don't always start over, though, because every run is practice and gets you used to everything. It's really useful to get a smash in for the boss wall in level 3 or 4. My other tip is just to play it over and over again for 30-60 minutes. You get better, and you'll also get lucky sometimes. I got super lucky on a few at the end of this last run. There were a couple where my jaw dropped getting them at the last minute.

IMAGE(http://i.imgur.com/W2MJpWj.png)

That'll probably be the highest I ever get on the leaderboard, so I took a screenshot to make sure I can remember the warm fuzzy feeling.

tuffalobuffalo wrote:

That'll probably be the highest I ever get on the leaderboard, so I took a screenshot to make sure I can remember the warm fuzzy feeling.

Yes. Remember that feeling. Soon, soon that number will be crushed by me. And then Domano will be the popular one!

tuffalobuffalo wrote:

Do you think that's the best PSVR social game/space out at the moment?

Edit: Also, that's pretty funny you convinced Rabbit to get one after hearing that conference call. :)

I thiiiiiiink it's one of the best, but I'm not sure what the other options are at the moment. Battlezone and Rigs have co-op, but definitely not a chill hang.

Just relieved that Rabbit's happy with the purchase. I'd hate to be blamed for a bad purchase at that price tag. FYI, he plans on getting Battlezone so that might indeed be the next meet-up space.

Saw this:
Prime Members: Robinson: The Journey Pre-Order (PSVR - PS4)

http://slickdeals.net/share/iphone_a...

There seems to be some debate whether the MSRP is $60 or $40. I went ahead and perordered as the hype on Robinson is so heavy.

I'm really curious to see what people will think of Robinson. It's the kind of thing I would really love, but I don't know how well they'll be able to pull that type of photorealistic type of thing with PSVR. I'm in wait-and-see mode on that and will grab it eventually if ya'll say it's good.

Grrrr! I got over 3000 again but couldn't quite beat my high score. Good to know the one time wasn't a fluke at least. Pretty sure I can beat my high score eventually.

I beat Rez! I still need to get through that Area X stage, though. It's a great game, and I had a fantastic time playing it. I'll definitely be playing more of it over the next couple months. I got a few more levels through thumper, so now I'm on the 6/8 time stage. I'm glad the game doesn't start getting crazy with different button overload. It mostly focuses on how you quickly use a few buttons.

Okay, so speaking of Rez, I got the Area 1 boss the other day and for the life of me could not figure out what I was supposed to be doing to damage it. I basically just brute forced my way through it by holding down the fire button until MAX showed up and hoped for the best.

Really I just struggled with the phase where the boss basically had the tentacle like things floating everywhere and shooting the missles. I didn't really understand where I was supposed to be aiming/firing.

Barely got a new high score in Superhypercube somehow. It wasn't a big bump but got me further up in the 3000s. The tracking sometimes gets messed up when you load the game, and you'll see the menus off in the distance. This enabled me to notice that there's something behind you in the menus. So, when you load the game, look behind you for a fun little credits bit.

GAME charges people to try Playstation VR in its shops. Just wondered if this was a standard thing elsewhere, or if it's just GAME here in the UK? An interesting sales tactic, I didn't realise at the time tother day, but folk did seem to be avoiding the sales rep charged with the PSVR stand like the plague.

Finally got around to getting my PS VR setup and I was impressed on how easy and well it works. Still have my Vive in the box as I'm still getting my man cave space setup for room scale VR. I couldn't get the fit quite right out the box so I need to get the settings better so I don't have light from the bottom peeking through and the text is slightly less fuzzy (it's perfectly legible but fuzzy on the edges)

My one gripe is that I bought Move controllers from Amazon that didn't ship with USB charging cables and who the hell still has that old USB port cables lying around anymore.

The camera restrictions are annoying and I'm looking for some sort of tripod mount that can adjust tilt since right now I have it sitting on game boxes.

I imagine it's just GAME here in the UK, though Sony have apparently approved it, so it might happen elsewhere. THere's a business argument for it, since having a demo requires staff. But the pricing and discount on ordering could be better - give people long to decide whether to buy or not.

I'd like to see footfall numbers before and after. I also wonder if it might make passersby more interested, since paying for something makes it valuable. And valuable things are interesting.

Anyway, here's me playing Super Stardust for the first time. I didn't even know it was a twin stick shooter. You can also see the in-game menu drifting and rotating on PSVR

Now that I know what SuperHypercube is about, I can't help thinking it's basically this, but in your living room, and without all the wetness.

Ha! I totally forgot about that show.

Here's a dev diary on Robinson:

I don't think I've been as skeptical of a game before as I am of Robinson. It's going to be really interesting to read some reviews.

I just beat level 7 on Thumper. Man, is this game intense. One of the things I was worried about (or at least curious about) is the length of VR games. And this one really gives you a bang for your buck. Each level takes probably around 30-45 minutes (at least for me--sometimes longer) of gameplay.

I'd heard some good things about Robot Rescue from Playroom VR. What a delightful game! And an excellent proof of concept for a Super Mario-type game in virtual reality. I'd thought all the Playroom VR games required local co-op, so I hadn't tried any of them.

Sat down with Super Hyper Cube to try and make some headway on the giant glowing score chase. Ugh. How do you guys deal with your cube blocking the view of the hole as it grows? Do you play standing and step left and right as needed to get a better view? I've only tried it seated and, at only 30 cubes, I'm ducking and weaving to see past my collection to the wall.

Such a great game though.

I agree on the "intense" label for Thumper. I only played the demo. Very cool, but exhausting.

Garth wrote:

I just beat level 7 on Thumper. Man, is this game intense. One of the things I was worried about (or at least curious about) is the length of VR games. And this one really gives you a bang for your buck. Each level takes probably around 30-45 minutes (at least for me--sometimes longer) of gameplay.

Nice! I haven't gotten that far yet. I'm sorta savoring it since there isn't all that much I want to play on PSVR yet.

Growat wrote:

I'd heard some good things about Robot Rescue from Playroom VR. What a delightful game! And an excellent proof of concept for a Super Mario-type game in virtual reality. I'd thought all the Playroom VR games required local co-op, so I hadn't tried any of them.

Sat down with Super Hyper Cube to try and make some headway on the giant glowing score chase. Ugh. How do you guys deal with your cube blocking the view of the hole as it grows? Do you play standing and step left and right as needed to get a better view? I've only tried it seated and, at only 30 cubes, I'm ducking and weaving to see past my collection to the wall.

Such a great game though.

I agree on the "intense" label for Thumper. I only played the demo. Very cool, but exhausting.

I'll have to check out that Robot Rescue game. I've only tried the coop one where the person with the headset is the monster and talks like a chipmunk. As far as Superhypercube goes, I think that the view blocking is actually kinda perfect for the first 3-4 levels seated. For some reason, it just works for me. I really love how you can just barely peek around, get a tiny glimpse, and know what shape you're going for. After level 4, though, I'm into Rick from Rick & Morty mode and am completely "Oh shiiiiiiiiiit." I tend to stand up or at least crouch above my seat. Of the high scores I got, I was sitting and then sorta half stood out of my seat when things got crazy.

I did try standing for the whole thing in Superhypercube, and it does make things a little easier. I don't think it's necessary, but you could probably improve your scores by a small margin going with standing only.

Tethered is so far really fun. I was expecting more of a laid-back casual game put this is pretty fast paced micromanagement strategy, and I'm only on the second level!

AcidCat wrote:

Tethered is so far really fun. I was expecting more of a laid-back casual game put this is pretty fast paced micromanagement strategy, and I'm only on the second level!

Is there a demo for that?

Unfortunately no, I don't think so.

AcidCat wrote:

Unfortunately no, I don't think so.

Well, keep hitting us with thoughts on it. I don't know if I'll bite at that price, but I do want to get a more relaxing game than Superhypercube and Thumper at some point. I did enjoy B&W back in the day, so maybe this would be a good choice.

For my money, Thumper has been the best VR experience as of yet. The entire world overtaking you in VR feels incredibly immersive and I think it caused me to play better than I did without the headset. *shrug*

For casual play I think the demo disc does a decent job of encouraging conversation and getting a room talking. The experiences are so varied that it makes everyone want to discuss what is happening.

ImAaronJ wrote:

For my money, Thumper has been the best VR experience as of yet. The entire world overtaking you in VR feels incredibly immersive and I think it caused me to play better than I did without the headset. *shrug*

I find the appearance of the final boss of each level to be endlessly frightening.

Garth wrote:

I find the appearance of the final boss of each level to be endlessly frightening.

This.

A lot of folks are enjoying Thumper, but played though the demo and it just really did nothing for me. Diffr'nt strokes and all that. I find this kind of game simply tedious.