snc
Veteran
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Project Wingman: Frontline 59 -- Intense PSVR 2 Dogfighting
Project Wingman: Frontline 59 adds a new campaign on PSVR 2, and we previewed the first mission. Our full impressions:
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we're using the standard 4000x2000 resolution per eye, but on top of that, since we're using dynamic foveated rendering, we're able to go up to 6800 x 3468 for the areas you're gazing at.
We're rendering the game at 120Hz
Exactly, red matter 2 downsample even from higher res and its probably sharpest psvr2 titleI guess they supersample that down to the display res?
As I wrote in gt7 topic fan directed into face, stopping when feel bad and you will build tolerant with experience. Also important at least for me I always disable smooth camera rotation and enabling snap camera rotation (for some reason my brain doesnt like smooth camera turning in vr).Im considering a PSVR2, but they´re not exaclty cheap so I´m still on the fence.
I tried one of the early occuluses some years ago. One of the apps I tried was a roller coster ride and I had quite severe motion sickness for almost an hour afterwards. The older models apparently werent very good at mimicking your head movement and thats one thing that causes motion sickness.
I´ve also tried a more recent model of the headset Valve makes and some of the minigames/demos they have made. The archery game, the demo were the robot enters the room and floor disapears etc. Those have been stellar experiences and the immersion is on a whole different level compared to playing on a TV.
The movement in those games have been either by walking in real life or by teleporting. If your avatar moves but you dont move in the real world can from whatI´ve heard also contribute to motion sickness. The games I´m intressted in on the PS5 are GT7, RE8 and maybe that Horizon game, and to my knowledge non of those use teleportation or real life walking.
My concern is I pay a bunch of money for this and still cant use it because of motion sickness.
By accounts you can train yourself to accept VR by taking it slow and building up tolerance, as it were. But I guess really you need to buy from a retailer with a robust return policy! As motion sickness is a risk with VR, one kinda feels Sony should provide a "not happy, free returns" policy themselves to get over the consumer cautiousness. But then if they selling all they are making without that, it'd bad business sense to offer that safety net at their cost for no benefit.
As I wrote in gt7 topic fan directed into face, stopping when feel bad and you will build tolerant with experience. Also important at least for me I always disable smooth camera rotation and enabling snap camera rotation (for some reason my brain doesnt like smooth camera turning in vr).
If you can't handle none vr re8 I suggest trying to get a demo of a current vr headset. That valve demo you played if it's the one i'm thinking of was a full room scale demo right? you only moved in vr when moving in reality? it helps immensely because it's normally your body not moving in reality while moving in vr that causes it. If it's fov all current headsets still feel pretty low in this regard, although i've yet to try a bigscreenvr hmd which are apparently the best in that regard.Im one of those people who cant play RE8 on consoles. I guess its the FOV and maybe how the game responds to your input that makes my head hurt and makes me want to throw up. I usually never have these problems when Im, the one playing. I also cant stand 30 fps on OLED. These things make me think I might be extra sensitive to motions sickness in VR. I´ve had no issues with the Valve VR demos however.
If you can't handle none vr re8 I suggest trying to get a demo of a current vr headset. That valve demo you played if it's the one i'm thinking of was a full room scale demo right? you only moved in vr when moving in reality? it helps immensely because it's normally your body not moving in reality while moving in vr that causes it. If it's fov all current headsets still feel pretty low in this regard, although i've yet to try a bigscreenvr hmd which are apparently the best in that regard.
Maybe mr might be a little easier on the sickness, although I havn't seen anyone who gets vr sick comment on that yet.
Still much cheaper than developing aaa games stricly for vr which will not happenVR needs to be tailored, increasing the cost of development and I guess decreasing interest in the platform.
Cockpit sims have always been the easiest on the sickness front for me. Back when I had a dk2, elite dangerous i could play for hours yet I would get a little green with most of the attempts at fps style stuff around that time. I have built up a tolerance like people say but I never got the cast iron stomach some people seem to manage, I think it might be in some things when the camera height doesn't seem to match my real physical height. I had issues with half life alyx and played through with teleport movement, About half way through I worked out how to fix the height and then could handle moving in the smooth movement mode. I had to keep it to ~90 minute sessions but I could finish it like that. Then I got to play it in room scale with teleport later and it was pretty much a none issue like that.Yep, you could either move by walking in real life or teleporting. Thats my concern also, if my avatar moves in vr space but im not will cause motion sickness. I wonder if the risk of motion sickness is worse in a game like RE or in a car game? In a car game you basically move constantly, but maybe you being in a car somehow negates that?
I definently think FOV was a huge part of me wanting to throw up after playing RE8 for 5 minutes. There´s a mod for adjusting the FOV on PC to solve the motion sickness issue, so it should be a big factor.
I think the FOV is definently larger in the VR version of RE8. Capcom seem to have great VR implementation in RE8, the way you grab your weapons and load and stuff like that, those kinds of things really henhances the immersion in VR. But since their games are the only FPSs I cant play I have a hunch motion sickness isnt something they´ve tried to adress in ther VR port.
This is so true, I used to try alot of vr mods for normal games and while some are cool to mess around with like that, nearly all except maybe cockpit sims have issues a VR only developed game wont have.What you can't do is put a VR cam into any old game and expect it to be a great experience.