Hello,
On 03/11/16 21:14, TobyCWood wrote:
> Sorry Jan but to me the Tank game on the PSVR looked exactly like they
> built it as a "VR" game from the ground up and I think I can draw a
> pretty explicit conclusion from it. Specifically because it did NOT
> provide full room tracking nor complete 3D objects. It was awesome and I
> loved it but it and the other PSVR games seemed to be not all that great
> compared to the Occulus or the Vive.
Then I was perhaps thinking about a different game.
I wouldn't write it off so quickly, though - the hard-core enthusiasts
are not likely to buy it but for people who have PS4 the $400 for the
PSVR is much easier to stomach than having to buy a high end PC and pay
another $1000 on top of that for Rift or Vive. It is designed to be good
enough and I believe it delivers there.
I have been discussing the room-scale tracking few hours ago on Twitter
with someone - in my opinion, the entire "room scale" debate is
massively overblown. Yes, PSVR certainly cannot handle that and even
Oculus is going to suffer because their tracking system is going to be
pushed to its limits in such situation, not having been really designed
for it.
However, how much does that really matter? How many people outside of
early adopter enthusiasts can actually dedicate a room to VR? My guess
is that not really that many and most will be playing in the space more
akin to what Rift & PSVR can handle - their bedrooms. Unless you are
living alone and have a room to spare, you will most likely have to
share the space with the other family members who want to watch TV or do
something else, not necessarily watch you move furniture and clown
around with the HMD on your head. There has been a survey done on this
and most people have only about 2.45x2.1m space available.
(
https://www.reddit.com/r/Vive/comments/4fqq4a/vr_roomscale_room_size_survey_answers_analysis/
)
So while it is great that Vive can handle a small warehouse/hangar, only
a small minority will be able to actually use that capability and thus
most content will need to be designed for smaller "rooms".
Knocking PSVR or Rift because they don't do "room scale" well is a bit
silly in this context, IMO. What is more important is how well the
tracking performs - how stable and accurate it is. And there, I believe,
PSVR is at a disadvantage and Rift may have issues too in certain
situations. Also the question is how well the content will adapt to the
smaller tracked volume - some titles designed for the Vive may suffer
when used on Rift, for example.
Regards,
J.