sony's playstation vr sales have been stronger than expected
this was supposed to be the
year virtual reality broke out. the oculus rift and htc vive, the first two
high-end consumer devices on the market, arrived this spring to critical praise
and preorders that sold out within minutes. then… they plateaued. despite some
great experiences, months of near-total unavailability dulled the post-release
buzz for both headsets, particularly the rift. neither the rift or the vive
ecosystems produced a killer app that was big enough to push vr out of the
margins, especially given the high cost of a headset and gaming pc. while
360-degree video has at least gotten a toehold in popular culture, the dream of
sophisticated vr gaming — which arguably resurrected virtual reality in the
first place — remains far away for most people.
playstation vr is sony’s attempt at bringing virtual reality to its playstation 4 console, starting next week. arriving right in time for the holidays, it’s being positioned as a (relatively) cheap, unintimidating gaming headset, designed for a device that might already be sitting in your living room. the rift and vive had to be judged on a sort of abstract scale of quality — on whether they were good ambassadors for the medium of vr, and good harbingers of things to come. the question for playstation vr is simpler: if you’re one of the millions of people who own a playstation 4, should you get one?
how does playstation vr work?
like other virtual reality headsets on the
market, playstation vr has the arduous task of completely immersing you in a
video game by producing two images simultaneously and then sending them to a
headset a few feet away. but unlike the competition who require expensive
graphics cards to get the job done, ps vr can do it using only the playstation
4's built-in gpu.
it
achieves this by using the playstation camera to track nine different points of
light on the headset and the lights on either the move controllers or on the
dualshock 4, depending on which game you're playing.
it's
surprisingly accurate given the fact that it's only using a single camera to
track what's happening ... but it's not foolproof by any stretch of the
imagination. we'll cover performance in detail in a minute, but be prepared for
the camera to lose track of the controllers. a lot.
but
the real bummer here is that because sony only uses one camera instead of two,
it's harder for playstation vr to track you if you get up and walk around than
it is for a system like the htc vive which can offer true room-scale
vr. that said, it still can support you if you decide to get up and wander
around, but don't expect to take more than a few steps in any direction without
a warning from the system that you're straying too far away.
to that end, most playstation vr games can
recommend that you stay in one of two positions, either sitting down or
standing up and stationary. if you're prone to motion sickness, sitting down
might be a bit more comfortable, however, certain games are definitely better
played on your feet.
depending
on where and how you angle your camera, switching between the two might not be
so easy, so it's best to find an angle that covers the majority of the room in
case you want to switch from one to the other without having to get up, move
the camera and recalibrate.
but
let's back up. up until now, i've thrown the words "vr" and
"virtual reality" around a lot and haven't provided much explanation
for them.
vr has existed in one form or another for
decades, but the modern version of the technology is more immersive and less
nausea-inducing than it's ever been. in more or less words, virtual reality is
just that – a virtual world that gives you the experience of being somewhere
else in a different time, at a different place, sometimes as far as an alien
world, all without ever leaving your home.
and
yes, it's just as cool as it sounds.
if
you want to be specific about it, playstation vr can handle 1080p games on its
920 x rgb x 1080 oled display at either 90hz (meaning that the image refreshes
itself 90 times per second) or at 120hz depending on the vr game or
application.
those
numbers are great, but they're matched by both the htc vive and oculus rift.
the one advantage sony has that neither oculus nor htc can claim is that it's
actually a world-class game publisher. while the other two have been trying to
create connections with developers over the past few years, sony already has
them.
to
that end, sony is promising 50 new titles on the platform before the end of the
year, some of which will be made by sony's extremely competent first-party
studios. (the first of them, playstation vr worlds, is absolutely incredible –
you'll go from being put in a shark cage to holding up a bank and end by
careening downhill on your back, dodging cars while going faster than the
bobsled team in cool runnings.)
playstation vr on ps4 pro
while writing the ps4 pro review, we got
the chance to try the upgraded hardware with the playstation vr and the results
were noticeable, if a bit underwhelming.
there's also another piece of hardware to
consider when looking at buying a playstation vr, and that's sony's brand-new,
ultra-powered ps4 pro.
with additional processing power, the ps4 pro
is capable of creating an even more immersive virtual reality experience for
the games that support it – there's around 30-or-so titles at the moment,
with about 15 more coming before the end of the year.
the improvement ps4 pro promises can take many
forms – from more detailed textures to better draw distances, and even a small
reduction in graininess. the advantages differ from game-to-game, and ps4 pro
is currently setup to only support games where the developer has enabled
"pro mode", a hardware boosting technology that tells the ps4 to use
extra processing power.
there's definitely a distinct difference
between ps4 and ps4 pro versions of vr games, however, it's probably not one
that can be spotted by the unwitting non-techie – it's something that you
can only spot if you're paying close attention to how certain textures look
in-game or how objects look in the distance. lag felt less prevalent on the pro
system though, in all fairness, it wasn't something we felt was a major problem
while using the standard issue console.
whether the minor improvements are worth
paying extra for the more powerful hardware is ultimately a decision we'll
leave up to you, however it's our opinion that you can get by with a standard
ps4 just fine.
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