PS VR is a little more than a month away... who's buying one ? - AVS Forum | Home Theater Discussions And Reviews
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post #1 of 808 Old 09-06-2016, 09:13 PM - Thread Starter
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PS VR is a little more than a month away... who's buying one ?

I don't have a pre-order, but I'm going to try to get one somewhere if possible. (thinking Target at like 4am that morning)


Anybody got their pre-order paid in full and looking forward to October 13th ?
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post #2 of 808 Old 09-06-2016, 09:29 PM
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Quote:
Originally Posted by Anthony1 View Post
I don't have a pre-order, but I'm going to try to get one somewhere if possible.
Same here. I wanted to try before buying, and by the time the demos rolled around it wasn't possible to pre-order anymore.

I'm definitely interested, and will buy as soon as I can secure a launch bundle.

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post #3 of 808 Old 09-07-2016, 12:42 AM
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I pre-ordered (from Best Buy). I haven't tried a demo yet, but I was willing to roll the dice.
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post #4 of 808 Old 09-07-2016, 08:01 AM
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Seems like a gimmick just like the PS Move, most likely will die out within 6 months - Pass.

Best,
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post #5 of 808 Old 09-07-2016, 08:45 AM
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Pre-ordered, demo'd; can't wait!
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post #6 of 808 Old 09-07-2016, 09:55 AM
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Originally Posted by b0rnarian View Post
Seems like a gimmick just like the PS Move, most likely will die out within 6 months - Pass.
While the PS Move did indeed die out, it lasted far longer than six months. In fact it generated quite a few compatible games: https://en.wikipedia.org/wiki/List_o...ion_Move_games and I remember having a lot of fun with them. If the PSVR ends up similarly, I expect I will get my money's worth, although I certainly hope for more from the platform. DriveClub VR (as someone who achieved platinum, which I almost never do, on the original game) is a killer app for me, personally.

On the other hand, the PSVR can't possibly flop as hard as the Xbox One Kinect, which apparently has only ten compatible games: https://en.wikipedia.org/wiki/List_o...s_for_Xbox_One (which seems impossibly low, perhaps there is a mistake here) and doesn't support Xbox 360 Kinect games either: http://www.pcworld.com/article/29362...lity-push.html. Fortunately PSVR has 30+ games/experiences lined up for launch and 50+ in the launch window extending through the end of the year, so it's not going to be that bad no matter what.

Back on subject, I did manage to scrounge up another PS Move, so I have two (and I have charged them so they still work!). I'm thinking about picking up one of these: http://www.bestbuy.com/site/promo/ch...tions-sol-1421

which looks pretty slick. A lot of people are picking up art-deco style mannequin heads to put theirs on, which look cool but don't have the integrated charging stuff. Since I don't have a Move charger I'd like to avoid the cables.

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post #7 of 808 Old 09-07-2016, 10:40 AM
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This is one time I'm taking a wait-and-see approach.

I think the one thing that put me in this position is the relatively low thread count in the AVS Project Morpheus thread. I know it's only one forum, but to me, there seems to be an overall lack of interest. I'm also surprised there are so few reviews in the same thread from people that have had the opportunity to experience the PSVR in person. It's not in my area yet, but I was expecting people to report long lines and such. I'm not reading that, and it's disappointing to me, because I really do want this to take off in a big way.
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post #8 of 808 Old 09-07-2016, 10:55 AM
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If you want a thread of reviews of people who have tried the demos, this has a lot: http://www.neogaf.com/forum/showthread.php?t=1231944.

It's difficult to judge interest in something like this. The pre-orders (both rounds) sold out within minutes, but we don't know how many headsets were made available or how many people are planning on flipping units. Then there are folks (like here) who want to buy but are waiting for the retail release. It'll be interesting to see if there are lines at the retail release. I don't think lack of reports of long lines at demo stations (although there were some in that thread I linked) means much as they are demoing a lot and it makes more sense to try coming back some other time rather than waiting for a long time in line for a 5 minute demo.

Genearlly speaking the gaming side of AVS is pretty sleepy, so I don't know if you can extrapolate very well to the general population.

All of that said, there's no reason to jump in if you're not ready.
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post #9 of 808 Old 09-07-2016, 11:21 AM
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Also, here's a great thread tracking software for PSVR: http://www.neogaf.com/forum/showthread.php?t=1231944. If you're curious what's in store, this is the best place to look.
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post #10 of 808 Old 09-07-2016, 01:04 PM
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I haven't demoed any VR, but have been interested in jumping in, so I'll give Sony's version a shot.

PSVR pre-ordered from Amazon.

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post #11 of 808 Old 09-07-2016, 06:01 PM - Thread Starter
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Sucks that the PS4 Pro isn't coming out till almost a month later.

I don't currently own a PS4, and was thinking of getting both the PS4 Pro and PS VR, but if I do that, my PS VR will just be sitting in it's box for one month. Seems like a bad idea.
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post #12 of 808 Old 09-07-2016, 07:16 PM
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Quote:
Originally Posted by Anthony1 View Post
Sucks that the PS4 Pro isn't coming out till almost a month later.

I don't currently own a PS4, and was thinking of getting both the PS4 Pro and PS VR, but if I do that, my PS VR will just be sitting in it's box for one month. Seems like a bad idea.
From the sounds of things around here, just check trashcans and dumpsters for discarded PS4s.

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post #13 of 808 Old 09-08-2016, 06:48 PM
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I was able to preorder a PSVR from Amazon over the summer and am slated to get it on October 13. I haven't been able to test the unit as there were no demos near me so this will be a blind buy, which is making me a bit uneasy. I've decided to wait on preordering any games until I can read some reviews. I will be curious to see how my 3D BluRays look thru the unit as well.

As for the PS Pro, I could be wrong but the presentation really didn't reveal much about how it will work with PSVR as the focus seemed to be on 4K/HDR. Maybe there will be more reveals I was actually pretty underwhelmed by what I saw of the Pro so far so for the time being I'll be going with a PS4 / PSVR combo and we'll see how that works out.
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post #14 of 808 Old 09-08-2016, 09:28 PM - Thread Starter
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Quote:
Originally Posted by TonyDP View Post
I was able to preorder a PSVR from Amazon over the summer and am slated to get it on October 13. I haven't been able to test the unit as there were no demos near me so this will be a blind buy, which is making me a bit uneasy. I've decided to wait on preordering any games until I can read some reviews. I will be curious to see how my 3D BluRays look thru the unit as well.
It's just my opinion, but I think PS VR is much better than it should be. You'd think it would be this low end experience, but I think it's pretty freaking solid. I tried it at Best Buy and was very impressed. The only real downside to the Sony is that the sweet spot is pretty small, so you have to make sure the headset is fitted to your head properly so that you have that sweet spot dialed in.

The game I tried is Battlezone, it's a tank game in a tron like world and I honestly think it's pretty awesome. It's definitely one of the PS VR games that I'll be most interested in right away. Far Point I think is the other one that looks prime time. The Crytek game, looks pretty interesting too, as well as the short Batman VR experience. A demo disk comes with both the VR bundles I think. So there is at least a few things to try out on it right away.




Quote:
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As for the PS Pro, I could be wrong but the presentation really didn't reveal much about how it will work with PSVR as the focus seemed to be on 4K/HDR. Maybe there will be more reveals I was actually pretty underwhelmed by what I saw of the Pro so far so for the time being I'll be going with a PS4 / PSVR combo and we'll see how that works out.
The GPU in there is supposed to be somewhat similar to the RX480 gpu. Maybe not quite that good, but within that range. That should improve the VR performance quite a bit. Of course, the proof is in the pudding. I went ahead and preordered the PS4 Pro. I don't currently own a PS4 at all, and figured it would be better just to jump in with that. I sold my launch PS4 a long, long time ago for $320, and I never did anything specific with that money, so I guess I kinda owe myself a PS4 again anyways. At least that's how I'm justifying it. Hopefully some of the journalist podcasters that I listen to might get a chance to play PS VR games with the Pro early and can comment on how much of an improvement is really there. I need to hear some first hand reports.
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post #15 of 808 Old 09-09-2016, 07:36 AM
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If you don't have a PS4 already and want one, getting a Pro for the ridiculously cheap $100 extra is an absolute no-brainer. Lost in the disappointment over the lack of UHD drive is what an amazing bang for your buck you get with PS4 Pro. This thing demolishes the current PS4 and makes an Xbox One look like a last-gen console for the same price as the PS4 launch unit three years ago.

Obviously Sony hasn't said much about PSVR and PS4 Pro yet. I would anticipate that games will employ super-sampling for increased image quality more often than any other improvement. The most common negative impression of PSVR is aliasing due to low rendering resolution and supersampling will help that a lot. Higher framerates will be a possibility as well. I'd guess that Oculus and Vive ports to PSVR with the vanilla PS4 that can't hit the 90hz native those panels employ will likely target that framerate on Pro, in addition to improving image quality. Native PSVR games will likely stick to whatever they run at on the regular PS4. All PSVR games will be required to have a Neo mode of some kind, but obviously some developers will do more than others.

The combination of checkerboard rendering and PSVR is also a really intriguing possibility. I would imagine a 4k rendered image downsampled to 1080p could look very attractive on the PSVR screen. That combination would be very competitive with a Rift or Vive on anything but the stoutest PC.

That said, I really enjoyed my demo of PSVR and from everything I have read the vanilla PS4 performance is great, as Anthony says much better than you might expect from looking at the individual pieces. Sony has done a really great job of designing an optimal experience with the parts they chose. Since I already have a PS4 I am not going to jump in on Pro right away, but I will definitely be getting one at some point and that will be the console I do my PSVR gaming on.
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post #16 of 808 Old 09-09-2016, 09:28 AM
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From a raw GPU perspective in terms of Tflops, it looks like the PS4Pro is about in line with a GTX1060 (Nvidia seems much more popular in the VR space) and given that you have some inherent efficiency (how much I don't know) in coding for a fixed hardware combined with the fact that a lot of the game developers on PSVR titles are established studios, then it lends itself to the possibility that PSVR with a PS4Pro could perform essentially as well as a PC with a GTX1070 with a Vive. PSVR is a little lower resolution, but the pixel structure and all that versus raw screen door blurs the line.

PSVR seems like it'll have the worse tracking compared to the Vive and Oculus's impending Touch. Still, I'm compelled to keep the pre-order that I have on the PSVR (Oct 13th) even though I picked up a Vive already. The wife would likely kill me but I guess I could just say, "well, I forgot to cancel". The whole forgiveness versus permission thing.

I have tried the PSVR and I loved the experience, enough that it pushed me to go out and pick up a Vive 2 days later. So I don't really have a great Vive vs PSVR objective comparison to draw from.

My biggest concern is that PSVR, regardless of how close or far it performs in comparison to Oculus and Vive, is that it'll be heads and shoulders the leader in the software category. Case in point is Crytek's Robinson, which looks like an interesting AAA game.
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post #17 of 808 Old 09-09-2016, 02:27 PM
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Quote:
Originally Posted by scubasteve2365 View Post
PSVR seems like it'll have the worse tracking compared to the Vive and Oculus's impending Touch.
I think "worse", while technically accurate, is a bit simplistic. It is more limited but there are enough differences in approach that it's complicated to compare.

From everything I have read and experienced, the quality of the head tracking of the headset itself is very comparable between PSVR and the PC solutions (based on Vive). While there is only a single camera source, the front-facing camera is a bit less of a limitation than you might think because the headset has LEDs on all sides, and it also has accelerometers that it can draw on. It's possible to completely obscure the headset from the camera but you really have to work hard to do it (e.g. turn completely away from the camera and hang your head down). The Move controllers track well when set up properly in my experience (I think the "Move sucks" impressions come mostly when setup is bad and it's relying strictly on the accelerometers, although it is certainly possible that bad lighting situations could degrade the tracking quality). Even with the old PS3 cameras I had 1:1 tracking and didn't have problems myself, and the quality is improved with the PS4 camera. The Move controllers will be easier to obscure from the camera since it is a single camera, and the quality will degrade when the Move bulbs aren't visible in the camera, so that's definitely an important consideration when comparing with the PC solutions with multiple sensors.

Overall I think the PSVR tracking is better than it is getting credit for. I've seen a lot of comments that it doesn't support 360 tracking which is definitely untrue with the caveat that the Move controllers will track poorly when obscured, which will happen when turning around. Also, having the gamepad tracked is a feature unique to PSVR and I really enjoyed how the controller was rendered and tracked in the Battlezone demo. That's a small thing but it is nice. I saw SuperHyperCube (which I did not demo, sadly) has the controller rendered as well in a cool neon treatment, so I expect this is going to be a not uncommon feature in PSVR games.

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post #18 of 808 Old 09-09-2016, 03:17 PM
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I had some time to kill at work, so I popped over to the nearby Best Buy to check the PSVR demo out.

I want one. NOW.

Played both Battlezone and EVE: Valkyrie, and after each demo was done, it was very hard coming out of that VR headspace, back into reality. It really captures "stepping into a video game" that has to be experienced to be understood.

It took about 10 to 15 seconds to adjust to such a low-res image. After staring at 4K TVs, putting that headset on was like turning on an old TV and watching a VHS. Saw some pixels in the black areas that looked like I was looking through a black cloth hood, but very slight. The headset felt decent, and the sound through the headphones was good enough.

Then the demo started, and looking around - the head tracking, the audio tracking... wow. I was really in that game, Tron-style. And so glad to be seated, because I starting to get a bit dizzy playing Battlezone. At one point the demo prompts to switch weapons with the square button, and I looked down at the controller to make sure I remembered which was the square, and of course I had no arms, legs, or controller! That was one of those breaks in the immersion, but I could immediately jump back in.

Man, the day this experience develops into super-sharp resolution with more complex geometry using lightweight gear... It's going to be scary. But my 5 to 10 minutes with the PSVR was quite an experience, and I can't wait to get my hands one one next month!
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post #19 of 808 Old 09-09-2016, 03:33 PM
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See...before VR...after VR......and if I can find a preorder for this, I'll get one. PS4 Pro is on-deck, but missed the ordering for this one.
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post #20 of 808 Old 09-09-2016, 08:10 PM - Thread Starter
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From a raw GPU perspective in terms of Tflops, it looks like the PS4Pro is about in line with a GTX1060 (Nvidia seems much more popular in the VR space) and given that you have some inherent efficiency (how much I don't know) in coding for a fixed hardware combined with the fact that a lot of the game developers on PSVR titles are established studios, then it lends itself to the possibility that PSVR with a PS4Pro could perform essentially as well as a PC with a GTX1070 with a Vive. PSVR is a little lower resolution, but the pixel structure and all that versus raw screen door blurs the line.
Unfortunately, the GPU in there is AMD, so I don't think it's necessarily as good as the GTX 1060. It's not even as good as the RX480. It's similar in some ways, and has a few bonus features, but it's not the huge leap we would like it to be. However, I do agree that developing for two locked platforms should have it's advantages. All developers that are making PS VR games know that they have to cater their experience to those two specific platforms. That is a huge advantage. I'm kinda thinking it would be like say a GTX 970 type experience that one can have on the Vive right now. The Vive has slightly higher resolution than the Sony, but the Sony has less screen door, so there is a bit of offset there. Also, no circular grooves which is huge. The FOV is a bit smaller though, and no FOV mods can fix that (unlike the Vive)

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PSVR seems like it'll have the worse tracking compared to the Vive and Oculus's impending Touch.
Yeah, this is absolutely the Achilles heel of the PS VR experience. I'll never understand why Sony decided to use tracking technology from 2009 for their 2016 VR system. The Move is old, outdated technology, and if Sony is going to do VR right, they really should have dumped the move and start over from scratch. If there is any huge Debby Downer with the PS VR thing it's the tracking. I'm fearful that this situation won't improve until PS5.

Quote:
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I have tried the PSVR and I loved the experience, enough that it pushed me to go out and pick up a Vive 2 days later. So I don't really have a great Vive vs PSVR objective comparison to draw from.

My biggest concern is that PSVR, regardless of how close or far it performs in comparison to Oculus and Vive, is that it'll be heads and shoulders the leader in the software category. Case in point is Crytek's Robinson, which looks like an interesting AAA game.
It's going to be very interesting to try the PS VR out, and compare and contrast it with the Vive. I'm very interested in comparing some of the same games on both systems, to really try to get a feel for how watered down the experience is, or isn't. Obviously Roomscale is the killer app for the whole Vive thing. Sony like Facebook is probably much too fearful of potential litigation to think about incorporating a Roomscale type system. So, I don't see them improving that situation until at least PS5, and I don't think they will do it then either. The fear of potential litigation is super strong for companies like Sony and Facebook. It's amazing that Valve and HTC seem to be so care free about that situation. ( I'm glad at least some company is, but it's kinda crazy from a business aspect)
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post #21 of 808 Old 09-10-2016, 12:38 AM
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I preordered mine from Amazon. I wont be able to try it out until November when I get home though

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post #22 of 808 Old 09-10-2016, 11:16 AM
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Quote:
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From a raw GPU perspective in terms of Tflops, it looks like the PS4Pro is about in line with a GTX1060 (Nvidia seems much more popular in the VR space) and given that you have some inherent efficiency (how much I don't know) in coding for a fixed hardware combined with the fact that a lot of the game developers on PSVR titles are established studios, then it lends itself to the possibility that PSVR with a PS4Pro could perform essentially as well as a PC with a GTX1070 with a Vive. PSVR is a little lower resolution, but the pixel structure and all that versus raw screen door blurs the line.
Unfortunately, you are making the same mistake I did. Abaddon correctly pointed out that the PS4 Pro is going to be CPU limited. In example, Rise of the Tomb Raider has been stated to run 1080p @ 30fps on ultra settings. If you look at eurogamer's benchmarks, the two cards you referenced run it at 75fps and 105fps, respectively. It didn't initially make sense to me either, because that's two to three tiers higher than the PS4 Pro results. But, apparently, the CPU in the PS4 Pro is limiting the real life results and expectations of the new powerful GPU. I don't know if these CPU limitations will also be an issue in the VR space or not.

I was glad to hear DaverJ's really positive experience with the PSVR, that's pretty exciting. Even if this first gen of VR isn't perfect, it feels like we're getting pretty close to some really cool next level gaming experiences.
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post #23 of 808 Old 09-10-2016, 01:39 PM
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Gonna wait a year or two for the games to get rolling and the price to drop.

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post #24 of 808 Old 09-10-2016, 02:11 PM
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I too, like DaverJ demoed a PS4VR combo at my nearby Best Buy. I thought it was awesome! and it was perfectly balanced with their console IMO. I think Sony has a real winner on their hands. I really like the way Sony is not over hyping the VR aspects of the PS4 Pro launch. That is very smart strategy. They already have that gigantic ps4 install base in tow. And they will move en masse to PSVR based on word of mouth about knock out VR games & UHD movies viewed through PS4 Pro. And IMO that is where Sony is putting their muscle. There are a lot of PS3 games I never played, that I believe Sony will tweak to work adequately in PSVR. Games like GOW Trilogy & Mass Effect Trilogy. I most definitely plan to make PS4 Pro/PSVR my 1st Play Station buy since PS2. I'm all over this one...and can't wait for it and the great reviews. In many ways...I believe PSVR will actually be the mass market game changer on VR. Somewhat akin to Sony Walkman. The PS Pro/VR system is on my purchase punch list for Q1 2017. I do think however that Xbox One Scorpio will be tightly wound with Oculus Rift. And I plan to grab that package next year too. Especially since the Oculus will be usable with my gaming PC. So 2017 is shaping up to be the big upgrade year for me with PS4 Pro/VR 1st in line. Followed by Oculus Rift/AMD R9 490X GPU next...followed by XB1 Scorpio. My priority buy for 2016 is still a 43" 4K PC monitor with a speaker out jack (like the Phillips models).
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post #25 of 808 Old 09-11-2016, 05:36 AM
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Originally Posted by Anthony1 View Post
Unfortunately, the GPU in there is AMD, so I don't think it's necessarily as good as the GTX 1060. It's not even as good as the RX480. It's similar in some ways, and has a few bonus features, but it's not the huge leap we would like it to be. However, I do agree that developing for two locked platforms should have it's advantages. All developers that are making PS VR games know that they have to cater their experience to those two specific platforms. That is a huge advantage. I'm kinda thinking it would be like say a GTX 970 type experience that one can have on the Vive right now. The Vive has slightly higher resolution than the Sony, but the Sony has less screen door, so there is a bit of offset there. Also, no circular grooves which is huge. The FOV is a bit smaller though, and no FOV mods can fix that (unlike the Vive)
While I don't think we know all the GPU speeds, the stated raw muscle has the PS4Pro with more GPU muscle than a GTX970. Compared to what I have to fight with my GTX1070, struggling with Windows poorly using resources, I believe the PS4Pro user of PSVR is going to have VR performance better than we would have anticipated compared to the PC space.
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post #26 of 808 Old 09-11-2016, 05:42 AM
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Unfortunately, you are making the same mistake I did. Abaddon correctly pointed out that the PS4 Pro is going to be CPU limited. In example, Rise of the Tomb Raider has been stated to run 1080p @ 30fps on ultra settings. If you look at eurogamer's benchmarks, the two cards you referenced run it at 75fps and 105fps, respectively. It didn't initially make sense to me either, because that's two to three tiers higher than the PS4 Pro results. But, apparently, the CPU in the PS4 Pro is limiting the real life results and expectations of the new powerful GPU. I don't know if these CPU limitations will also be an issue in the VR space or not.

I was glad to hear DaverJ's really positive experience with the PSVR, that's pretty exciting. Even if this first gen of VR isn't perfect, it feels like we're getting pretty close to some really cool next level gaming experiences.
There is a lot of back and forth regarding CPUs impact on VR performance. I personally don't know. I have the minimum recommended CPU (i5-4950) for the Vive/Rift, while also with a GTX1070, and I seem to be able to run most games on the highest settings with an across the board multiplier of 1.2 (supersampling) and it seems that my CPU never really plays a role when I have issues. Not saying it won't for PS Pro/VR.

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post #27 of 808 Old 09-11-2016, 07:01 AM
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Have it preordered on Amazon, but after the PS4 Pro, I decided to hold off on it instead of spending $900 all at once. I'll probably grab the VR after Christmas or early 2017 when Resident Evil 7 comes out. No games coming for VR really interest my at the moment.

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post #28 of 808 Old 09-11-2016, 05:37 PM
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It's not even as good as the RX480.
It is an RX480, with some additional custom silicon. It's clocked at the lower range of RX480 parts seen on PC, to keep power draw and heat as low as possible.
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post #29 of 808 Old 09-12-2016, 08:14 AM
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I have 2 pre ordered.
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post #30 of 808 Old 09-12-2016, 10:58 AM
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Good news, the US demo disc is going to have seventeen demos on it: http://blog.us.playstation.com/2016/...-vr-demo-disc/

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The disc includes demos of entertainment and gaming content spanning across a wide variety of diverse genres. That way, you can get a sense of the content you enjoy the most and can even click to purchase and download the game after trying the demo.
Also, if your friends have a PS4 system but have not played PS VR yet, just bring your PS VR and demo disc over to their place so they can have a go!
Now without further ado, here’s what you get on the disc:


  • Allumette (Penrose)
  • Battlezone (Rebellion)
  • DriveClub VR (SIE WWS)
  • Eve: Valkyrie (CCP Games)
  • Gnog (KO_OP)
  • Harmonix Music VR (Harmonix Music Systems)
  • Headmaster (Frame Interactive)
  • Here They Lie (SIE WWS)
  • Job Simulator (Owlchemy Labs)
  • PlayStation VR Worlds (SIE WWS)
  • Resident Evil 7 biohazard — Kitchen Teaser (Capcom CO., LTD.)
  • Rez Infinite (Enhance Games)
  • Rigs Mechanized Combat League (SIE WWS)
  • Thumper (Drool)
  • Tumble VR (SIE WWS)
  • Until Dawn: Rush of Blood (SIE WWS)
  • Wayward Sky (Uber Entertainment)
  • Within (Within)
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