Quoted from Wolfmarsh:To add to the VR bandwagon, I really do love my PS VR. I wish I got more opportunities to play but I showed my family Beat Saber at christmas and their minds were blown. I highly recommend it if you like rhythm games.
I also like Job Simulator as a great intro to VR for people who have never played. It can be pretty daunting for your first experience to be Doom VR.
My main complaint about PS VR is the lack of multiple cameras. If you are playing a game like Doom where monsters come at you from all directions, including behind you, your instinct is to turn your body all the way around. You technically can, but if the globe on the aim controller gets blocked by your body, the game loses track of your gun. They could solve this with a second camera facing you from the rear.
The game intends you to use buttons on the aim controller to fully rotate your avatar, which subtracts from the immersion.
The next version of PS VR will hopefully be a wireless headset, the wires can pull you out of the environment as well if you get tangled in them while flailing around.
I have found the camera to be a crap shoot as it is. Some games like it better lower, some like it up high. All seem to do their fair share of twitching when tracking the dual shock 4 (light bar set to bright). The camera is far to light and it's position is dictated more by it's cable than it or it's stand. The stand, at the very least, should be weighted. Any floor vibration (or light breeze) is going to make it move.
My main concern before buying the PSVR was that I wouldn't have enough room for it....it ends up my room is too big and I can't even lean back on my couch without getting an "Out of play area" error. Which is ridicules because I know the camera can see me just fine as I'm less than 8 feet away.
I also find the lack of setup options on most game to be very limiting. When I play Beat Sabre with the camera on my TV....it sometimes shows the playing "platform" as being under my TV...the standing footprints are a couple of feet behind the camera!?! Why not let me decide where the standing platform is? Why not let me decide how high I want the boxes to come at me so I can decide on sitting or standing? Many of these game's problems could easily be fixed with user setting. I saw on the Drive Club demo they have setting to adjust the height and depth of your player position.....why not have that on every game you play where your playing avatar is seated??? so you don't see your shell of a chest sticking out a foot in front of you? Why not a simple message at the start of each game saying if the game is meant to be played sitting or standing (or either)? If the game sizes us up before the game starts to gauge our position....why not let us know that and have us get into our playing positions before doing that? I know many do, but many more do not.
Why is there no way to adjust the camera and it actually show the entire area that the camera can see? You can go into camera adjust, but the screen it shows you is NOT showing you the entire area the camera is seeing. Why try to trick me....just show me what it can see and let me adjust it. As it is, that camera screen is showing a limited view. Other screens on certain games will show a much bigger area that the camera is seeing....so why not let me see that every time there is an adjustment screen?
It's a bit frustrating, but I am enjoying the system. Statik was a great first game for me to beat and I only wish it were a bit longer. I've also played a lot of different demos and only got a small bit queezy on a couple of them. None of them were what I would call a sickness over just saying there was dizzyness. Playing Pinball FX2 VR was a bit surprising as I play tables I have had for years (EX: Secrets of the Deep) way better with the VR view. Even though you can pan the camera and explore the playfield in the normal Pinball FX games....you just can't picture it the same as seeing it in VR. I have Resident Evil 7 Gold ordered and I'm looking forward to that.