membran  (E-Mail nur eingeloggt Sichtbar) am 05.10.2016 15:23 Uhr
Thema: Tracker-Judder und andere Probleme Antwort auf: PS:VR Embargo ist vorbei, Reviews rollen rein von membran
Erwähnt im Giant Bomb Stream und hier im Kotaku Review:

[http://kotaku.com/playstation-vr-the-kotaku-review-1787424830]

Unfortunately, the headset is only part of the equation. The bulk of my issues with PlayStation VR are related to all the other stuff. From what I’ve played over the last week, the PlayStation Move controllers, camera, and even the PS4 itself do not appear to be up to the task of smoothly running modern VR games.
The camera does a middling job of tracking your head’s movement, and sometimes when I’d move more than a foot or two in any direction, I would find that the whole screen would freeze and shake.
There’s also the issue of what I think of as “persistent controller shudder.” In most PSVR games, you can look down and see either your DualShock controller or, if you’re playing a Move game, some sort of in-game representation of the Move controllers. In every game I’ve played, my in-game controllers are constantly moving even if I’m holding them perfectly still. It’s as though my character has the shakes.




For example, one sequence in Arkham VR has the player reading clipboards in a morgue, and the shaking was so pronounced I had a hard time reading the giant text on the paper. The gif above does an okay job recreating the effect, but it’s much more noticeable and off-putting when you’re wearing the headset.
This pervasive, low-level controller shudder exists in every PSVR game I’ve played. I’ve tested the layout of my living room, checked the lighting and made sure everything is clear, all to no avail. A few other people I’ve spoken with who have used a PSVR, including my colleague Stephen Totilo, have described a similar experience. It’s possible we have all failed to properly optimize some setting or other, but unlikely.

It’s easier to ignore controller shudder if you’re moving around and playing a game, but any time I’d pause to pick something up and examine it, I’d find it moving forward and backward by inches. It made me feel like I was having a seizure, which, given the tendency for VR games to induce nausea, is not a good starting point. (Speaking of nausea, I did have to stop a weekend session of Battlezone due to VR sickness, but I hesitate to draw too many conclusions from that. Stephen played more than I did and has had no issues.)

In addition to the controller shake, my camera has had a hard time tracking my full range of motion. In Job Simulator and Arkham VR, I frequently found that my hands would simply vanish into thin air as they moved outside the view of the camera. This greatly limits the physical possibility space of a given game.


Örghs.

GiantBomb zu den Move Controllern: "Funktionieren so, wie Move Controller seit jeher funktionieren."
Livestream hier (müsste nach Abschluss ein normales Video werden), zig Stunden lang, sehr viel harsche Kritik. Leider kann ich nicht direkt an eine bestimmte Stelle linken, solange der Livestream noch läuft. In der ersten halben Stunde ist jedenfalls Tracking das große Ärgernis.
[https://www.youtube.com/watch?v=x_mF6m_WJF8]

Edit:
YT Channel "Tested" dazu, die ich nur von damaligen Vive und Rift Reviews kenne:
[https://www.youtube.com/watch?v=qi28_4HKVLE&feature=youtu.be&t=10m14s]


Außerdem die üblichen Foren-Meldungen, dass die entsprechenden Reviewer das Zeug falsch kalibriert hätten. Die Reviewer dagegen hoffen auf schlagkräftige Firmware-Updates zum Release. Man wird sehen.

***Diese Nachricht wurde von membran am 05.10.2016 23:42 bearbeitet.***
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