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Virtual Reality (VR) at Pax East 2016
Hello everyone I have tried navigating through twitter and Facebook to try to find booths that will be hosting their games in VR. Personally I am interested in PSVR, but have not tried any of the headsets and would love an opportunity to try one on. I would think Sony will have PSVR there, but the lines are probably going to be huge. I know my group of friends who are going are all interested in VR and I am sure there are tons of other people. So if any developers, administrators, or anyone "in the know" knows a booth that will showcase VR please post it here!
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So they will have some in their booth.
The Oculus Rift, however, has actively been available for demo for the last two PAX East events. Yes, the line is VERY long (the first year it was cutoff at 1pm due to wait times). But for the VR conscious, it's worth giving a try.^^
blog.us.playstation.com/2016/04/13/pax-east-2016-play-over-20-ps4-ps-vr-games/
The PSVR should have some interesting stuff. At the end of the day it is the most accessible of the three options purely based on price. I got to play Rigs and London Heist (which is suspiciously absent this time around) at Prime/West and I'm looking forward to seeing some more games running on the platform.
the new ps4 hardware, might handle it i dont know havent messed with one yet
As for PSVR itself. I have to say, even with some minor problems, I like it. You put on the unit itself, then head phones, and you use 2 of the Move controllers. I got to play the Until Dawn game (can't remember the subtitle of it). It's set in the Until Dawn universe and is basically an on rails shooter (like some of the Raccoon City games) but you are not limited 1 point of view. You can look anywhere. Throughout the game I found myself ducking or moving side to side to avoid obstacles, etc.
Good: My demo really pulled me in to the game itself.
Bad: I couldn't ever fully adjust the focus, the Move controllers aren't the best (sometimes the position of the guns would not sync with the position of the controllers)
Concerns: I have never been put in a position to be in a real gun fight (I guess that's a good thing?) but this demo had me physically tensed up the whole time. I came away from it with my hands hurting (from wanting to grip the controllers/guns so tightly) and my back and neck hurting from being tensed up and having my physical movements jerking around. Don't let anything be near you. I think someone was standing too close to my seat and I hit them (not hard) several times. It takes you out of the game (Vive definitely has this worked out) . Maybe others can add to this, but I don't thing the demo was running in 1080p the whole time. The graphics weren't jerky but there were some points where the game looked better than others.
Overall: I liked it. I would like to have it come with the headphones. As long as they firmly set customers expectations of what they are getting (like I said, this is no Vive) I think they will do well, and I would by one.
I did see some frame drops, stuttering, and detail loss, during the underwater demo, when the whale moved past me, as I walked around the sunken ship, and during the space shooter game, I definitely felt the hit box for my body was much larger than my real body, but overall, the Vive system is the best VR I've experienced to date, and first VR system I've even contemplated buying.
I went to the booth assuming I had gotten a spot, but foudn put that no, in fact I had not gotten a spot, but that my friend who did it after me did get a spot.
This happened to me as well. After explaining the situation to PS rep they kindly put me in a standby line where I eventually got to play the Rigs game. I was impressed!
The VR Freeplay was a nice surprise as well and from what I heard the line wasn't that bad. PSVR reservation system was a mess, but I demoed it a couple times at Prime so I didn't stress over it.
"I don't know why people ever, ever try to stop nerds from doing things. It's really the most incredible waste of time." - Tycho
The Oculus Touch controllers, while they let you stand and move, they were limited by the front facing cameras. You could easily get into positions where part of your body (usually a hand/arm) obscured one of your controllers, which totally messed up your positioning in-game. Additionally, the tilt and absolute positioning was never 100% right. It was close, but never perfect.
The Vive on the other hand, it felt like you were actually holding the controllers. Nearly perfect tilt and positioning compared to real life. You could do quite a bit of movement and it would be mirrored correctly in-game. Unlike the Oculus, I never ran into a case where my in-game positioning differed from my real positioning.
While they were both fun and very immersive, I think demoing them swayed me to not be a first wave adopter. They're a cool gimmick right now, and my rig could run either without issue, but I'm going to wait until Oculus and/or HTC work out their first model bugs, and at the same time let the game library fill in. Can't wait to see where the developers of the world take this tech!