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  • Blzer
    Resident film pundit
    • Mar 2004
    • 42514

    #121
    Re: PS VR

    Originally posted by Picci
    Did you use this with the PS Camera or the PS Eye?
    Good point. It was the PS Eye.

    This was back on PS3 when I was playing KillZone 3.

    What I'm saying though is if I detached the Move controller from the big gun, it would respond just fine.

    I just tried searching for an old post or two regarding it, but no such luck. Maybe I never posted about it.
    Samsung PN60F8500 PDP / Anthem MRX 720 / Klipsch RC-62 II / Klipsch RF-82 II (x2) / Insignia NS-B2111 (x2) / SVS PC13-Ultra / SVS SB-2000 / Sony MDR-7506 Professional / Audio-Technica ATH-R70x / Sony PS3 & PS4 / DirecTV HR44-500 / DarbeeVision DVP-5000 / Panamax M5400-PM / Elgato HD60

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    • Burns11
      Greatness Has Arrived
      • Mar 2007
      • 7406

      #122
      Re: PS VR

      I never had any issues with it

      Comment

      • DickDalewood
        All Star
        • Aug 2010
        • 6263

        #123
        Re: PS VR

        It worked great for me; was actually one of the few worthy purchases I made for the Move. That gun combined with Killzone 3 was pretty awesome.

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        • Blzer
          Resident film pundit
          • Mar 2004
          • 42514

          #124
          Re: PS VR

          Originally posted by Burns11
          I never had any issues with it
          Originally posted by DickDalewood
          It worked great for me; was actually one of the few worthy purchases I made for the Move. That gun combined with Killzone 3 was pretty awesome.
          Hmm, then maybe I'll buy it one more time just to record my experience. There was definitely more lag using the sharp shooter with the Move than just using the Move itself. After all, I can just return it like I did the last two times if it doesn't work out.

          I just don't know if they sell these in store anymore.
          Samsung PN60F8500 PDP / Anthem MRX 720 / Klipsch RC-62 II / Klipsch RF-82 II (x2) / Insignia NS-B2111 (x2) / SVS PC13-Ultra / SVS SB-2000 / Sony MDR-7506 Professional / Audio-Technica ATH-R70x / Sony PS3 & PS4 / DirecTV HR44-500 / DarbeeVision DVP-5000 / Panamax M5400-PM / Elgato HD60

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          • Skyboxer
            Donny Baseball!
            • Jul 2002
            • 20302

            #125
            Re: PS VR

            Originally posted by Blzer
            Even if it did, I bought this thing twice and returned it both times. For some reason when the move controller connected with this, it would feature terrible lag. I don't know why that happens, but it does.
            It worked good for me. Played through Socom 4 without issues.
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            • Picci
              MVP
              • Feb 2003
              • 4517

              #126
              Re: PS VR

              Not sure if I'll be jumping into the closed beta that's being offered soon but when it arrives to VR, I'll be all over it. Vessels (also include Soviet Project 1124 Armoured River Boat) will be showcased at Gamescom. Asked the wife if she would stand next to me with a water squirt bottle and spray me while I take the PT-109 out.







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              • dickey1331
                Everyday is Faceurary!
                • Sep 2009
                • 14285

                #127
                Re: PS VR

                Any word one when we can start pre ordering the PSVR?
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                I own a band check it out

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                • EnigmaNemesis
                  Animal Liberation
                  • Apr 2006
                  • 12216

                  #128
                  Re: PS VR

                  Originally posted by dickey1331
                  Any word one when we can start pre ordering the PSVR?
                  The initial pre-orders are sold out for now. No word if another batch will be opened up before October or not. Maybe Sony will open more up at the September 7th show they are doing.
                  Boston Red Sox | Miami Dolphins

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                  • Picci
                    MVP
                    • Feb 2003
                    • 4517

                    #129
                    Re: PS VR

                    Not sure how reliable this is or if any other OSer's have used this site before, but Sam's Club supposedly had some available recently (Aug 4th.)

                    https://www.nowinstock.net/videogami...playstationvr/

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                    • EnigmaNemesis
                      Animal Liberation
                      • Apr 2006
                      • 12216

                      #130
                      Re: PS VR



                      How did the studio decide to develop a VR experience for Star Wars Battlefront?

                      JS: Criterion has a passion for making spectacular vehicle action games, and we had a lot of fun making the speeder bikes for Star Wars Battlefront. This was the perfect opportunity to apply our passion to something new — a new way for people to connect to Star Wars in a spectacular X-wing VR gaming experience.

                      At E3, we saw the Star Destroyer looming overhead. Can you tell us more about how this plays in the Mission?

                      JS: These things are huge and powerful with a belly full of TIE fighters. Being in a fight with a Star Destroyer is not a situation an X-wing pilot wants to find themselves in, but that’s where the player ends up. The player will have to keep their wits about them, with intense battle ensuing from every direction, to keep them and their wingmen alive as they complete a critical mission for the Rebellion.
                      The name is different from when we last heard. Is this now focused on Rogue One: A Star Wars Story?

                      JS: Rogue One is in the same time period the base game covers, so to be relevant in the ever-evolving Star Wars universe we’ve since been able to work with Lucasfilm to make the connection here.

                      How did the team create an immersive environment for the experience?

                      JS: Frostbite allows us to deliver the best-looking game on PS VR, and we were able to leverage the latest rendering technologies from across EA. But also, the positional audio on PS VR is awesome — there’s a point where everything looks and sounds good enough and your brain is tricked into believing what’s around you.
                      More in the link.

                      Under The Hood: Star Wars Battlefront Rogue One: X-wing VR Mission
                      Last edited by EnigmaNemesis; 08-16-2016, 04:58 PM.
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                      • EnigmaNemesis
                        Animal Liberation
                        • Apr 2006
                        • 12216

                        #131
                        Re: PS VR

                        Driveclub VR will contain New Tracks, New Features, and New Game Modes.

                        Also, it is understood there will be a discount for those who had the Season Pass.

                        <blockquote class="twitter-tweet" data-lang="en"><p lang="en" dir="ltr">Looks like there will be discount for <a href="https://twitter.com/hashtag/DRIVECLUB?src=hash">#DRIVECLUB</a> season pass holders when buying <a href="https://twitter.com/hashtag/DCVR?src=hash">#DCVR</a> <a href="https://t.co/6HSztILWQg">https://t.co/6HSztILWQg</a></p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/765878319959203841">August 17, 2016</a>












                        The weather is going to look insane in VR. It still looks amazing... most importantly 60fps (120fps reprojected)!!!
                        Last edited by EnigmaNemesis; 08-17-2016, 11:02 AM.
                        Boston Red Sox | Miami Dolphins

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                        • ExtremeGamer
                          Extra Life 11/3/18
                          • Jul 2002
                          • 35299

                          #132
                          Re: PS VR

                          I was going to pass on VR due to the issues with kids not/shouldn't be using it, but I loved the tech when I used it so going to keep it. Drive Club looks too good.

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                          • seasprite
                            Phenom
                            • Jul 2008
                            • 8984

                            #133
                            Re: PS VR

                            After using a friend's Vive VR and playing some games and software from his company, I think I'm 100% on board with this.

                            Sent from my SM-G935V using Tapatalk






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                            • Picci
                              MVP
                              • Feb 2003
                              • 4517

                              #134
                              Re: PS VR

                              Ubisoft announced VR release dates for the following titles;

                              Eagle Flight, developed by FunHouse, a division of Ubisoft Montreal - Nov 8

                              Star Trek: Bridge Crew developed by Red Storm Entertainment - Nov 29

                              Werewolves Within developed by Red Storm Entertainment - Dec 6

                              TrackMania Turbo will receive a free patch for VR - Nov 8

                              <i>Eagle Flight and Star Trek Bridge Crew will be available on PlayStation VR as retail versions a week after their digital releases.</i>

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                              • EnigmaNemesis
                                Animal Liberation
                                • Apr 2006
                                • 12216

                                #135
                                Re: PS VR

                                Digital Foundry posted their hands on with Driveclub VR... they were raving about it!!!

                                "DriveClub VR is the real deal - virtual racing at its finest." by Digital Foundry: Hands-on with DriveClub VR

                                On the face of it, a racing game on PlayStation VR shouldn't stand a chance against a high-powered PC coupled with Oculus Rift or HTC Vive, but after playing DriveClub VR at Gamescom this week, our viewpoint has shifted. Simply put - this is the most immersive racing game we've played in VR to date. From Assetto Corsa to Dirt Rally all the way to Project Cars, it's clear that the gorgeous visual design of the original DriveClub allows the game to stand above its more technically demanding peers. It's a classic case of software design triumphing over hardware limitations.

                                Sitting down in front of a force feedback wheel, we quickly adjusted the very comfortable PSVR unit and was immediately thrust into the cockpit of a beautiful Ferrari FF grand tourer. The first thing that sticks out is the quality of the cockpit itself - the materials and modelling here remain as detailed and impressive as the original release, but now with a genuine sense of place. Technically speaking, a game like Project Cars is certainly capable of displaying more detailed, technically demanding visuals, but one look around the cockpit is enough to demonstrate the gulf in technical artistry - there is simply an element of refinement and realism on display in DriveClub VR that does credit to the sheer quality of Evolution's original work.

                                Then we look out across the track - yes, the fidelity of the PSVR headset is certainly a step down from the Rift or Vive, but it quickly shoots to the back of your mind once you hit the accelerator. The weight of the car and the way this is communicated within the game gives it a feeling that genuinely took me by surprise. It feels supremely natural and really gives the impression that you're sitting in a car. I've spent a lot of time with some of the best PC VR racers and the virtual cockpit always felt 'off', a driving 'uncanny valley' of sorts, in a way that DriveClub does not.

                                This is assisted by the dramatic lighting and vastness of the world on display. The way the sunlight plays realistically off the windscreen as you barrel headlong into the sun cresting behind a distant mountain - simply beautiful. Even details such as the rear view and wing mirror reflections, which are now fully functional, stand out - there is a subtle depth to the effect as opposed to a flat two-dimensional image pasted onto the mirror surface as we see in titles like Project Cars.

                                ...

                                Ultimately, DriveClub VR demonstrates how effective virtual reality can be - even using less capable hardware. Smart software design and well executed technical artistry can definitely overcome these limitations, resulting in an experience that feels every bit as potent as the more powerful PC VR solutions. The devil is in the details and these details help make for an incredibly enjoyable experience. DriveClub VR is the real deal - virtual racing at its finest. We'll have more details on the game once it releases this fall alongside PlayStation VR.
                                I wish my still barely used DF:GT wheel worked on the PS4 (stupid Logitech), because man do I want to play this with a wheel in VR...

                                And do not want to buy the new one out of principal. :/ (I'll probably cave and get a Fanatec.)
                                Last edited by EnigmaNemesis; 08-22-2016, 09:33 PM.
                                Boston Red Sox | Miami Dolphins

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