While I’m very intrigued by the headset design, I didn’t fall in love with its build-quality. The display can move away from the face, allowing you to check a message or put on a pair of glasses (which fit very well with the headset). The white-and-black HMD doesn’t strap to your head, it sits on top of it. PlayStation chose a much different route for the PS VR than the standard, bulky, black VR headset. These are, again, not as good as the controllers for the Rift or Vive, but you can also buy one for $25 on Amazon, which is pretty crazy.
The tracking works with the controllers (as well as the headset) thanks to their large glowing LEDs that are tracked by the PS camera. The Move controllers, which were originally introduced in 2010, certainly feel a bit dated in terms of tracking capabilities, but they actually performed better than I expected.
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This isn’t a deal breaker or anything, but it’s odd that they wouldn’t have at least fixed this in the updated PS4 camera, which they only announced last month. When I dropped a key on the floor in Batman: Arkham VR, it quickly appeared on a table in front of me. I tried quite a few setups and nothing seemed to hit that sweet spot, which was actually quite frustrating, given that it really limited me in a few titles.Ĭertain games seem more aware of this shortcoming than others.
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The floor generally wasn’t fully tracked, so in games like Job Simulator when I dropped a virtual donut on the floor there wasn’t much that I could do. Unfortunately, the field-of-view of the PlayStation camera generally isn’t expansive enough to pick up on everything in your play space. I’m a fairly tall dude at 6’3″ so I may have stretched the vertical limits of the camera, but it was a little odd that it could barely fit my whole body in it while I was standing in the center of my living room. I really wish they had shipped a better sensor than the PS camera to track the headset and controllers. The system itself did a great job handling the VR software, but I was less than pleased with some of the peripherals working alongside the headset. This begs to question what sort of performance the PS VR will see on the upcoming PlayStation 4 Pro, which will be released early next month.
While the PS VR display resolution that the system is powering is slightly lower than that of the Rift and Vive, the experience off the $300 PS4 didn’t feel too far off from my $1,000+ gaming PC. I’ll say right away that the quality of VR Sony managed to yank out of the current generation PS4 is really impressive.
Sony opted to maintain the standard 2D PS4 system interface for the headset and, while it’s certainly not beautiful, it gets the job done and it’s a breeze to navigate. The process was, in the end, certainly easier than setting up the HTC Vive, but it still seemed a bit cumbersome, though that’s likely because VR is generally pretty clunky to begin with.Īfter initial setup gets taken care of, it’s pretty smooth sailing.
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There are a lot of cords involved with this setup process thanks to the additional processor unit, which handles 3D audio processing while also splitting HDMI signals between the TV and PS VR display. Getting the PS VR up-and-running was a bit more complicated than I was expecting it to be.