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#761 |
Special Member
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Another title announced for around launch, Zombieland Headshot Fever Reloaded. This one apparently never made it to PSVR1 in spite of being based off a Sony movie. Could be fun, also it’s just $24.99/£19.99
https://www.xrgames.io/post/zombiela...-vr2-at-launch |
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#762 | ||
Blu-ray Archduke
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I still remember standing in front of that haunted house on the ghostbusting demo level, and then moving forward into the house through the doors. Then trying to find where the ghosts were hiding beneath the house objects. But then playing the Astrobot mission where you control Astrobot directly through that level, the first thought was "They need to make a full game out of this". And they did, with it becoming one of the best PSVR1 games ever. Astrobot Missions. That absolutely needs to arrive on PSVR2. And an adaptation of Astrobot PS5 to PSVR2 IMO. Quote:
Horizon looks really solid as the most original from what I've seen of the VR games so far. Kayak looks fun. Star Wars looks interesting. And of course Moss 1 in PSVR2 will be next level sharpness of resolution even when looking very far away. Enjoy all the games! For Driveclub VR in PSVR1, I'm fine if I keep looking forward, but as soon as I start looking around to the left and right as the virtual car is moving, I start feeling dizzy, which leads to needing to rest for 20 minutes to recover. Going slower helps though. In real life, I only get sick if I'm reading a book while someone else is driving over turns and hills. A straight path freeway is not a problem. Speaking of Driveclub 1 in VR, the resolution really suffered in that one more than other games. In PSVR2 it could've been great. But that whole company dissolved. |
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Thanks given by: | Steedeel (01-28-2023) |
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#763 | |
Blu-ray Grand Duke
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That was awesome, as was head butting the cave wall to reveal a secret passage! The developers/studio are geniuses. |
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Thanks given by: | Zivouhr (01-29-2023) |
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#766 |
Power Member
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I did some vestibular rehabilitation therapy a while ago for some for some motion-related problems, one noticeable side effect was an improved VR experience. Most of the therapy didn't require office visits, just home exercises with videos and balancing. Not sure if it is covered by every insurance plan, but it may be something that can reduce or eliminate the dizziness you experience while reading in your car, and maybe make it easier if you try out VR someday.
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Thanks given by: | unberechenbar (01-29-2023), Zivouhr (01-29-2023) |
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#767 | |
Blu-ray Archduke
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Thanks given by: | Steedeel (01-29-2023) |
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#768 | |
Blu-ray Grand Duke
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I am lucky enough to not experience it, but I know a few that do have such problems. Do you know anyone who could let you experience it before buying? |
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Thanks given by: | unberechenbar (01-29-2023), Zivouhr (01-29-2023) |
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#769 | |
Blu-ray Archduke
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Thanks given by: | Steedeel (01-29-2023) |
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#770 | |
Blu-ray Grand Duke
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It’s worth investigating and I have nothing but good to say about VR. Bought the first gen headset day one and it’s given me 6 fantastic years of immersive gaming. I sincerely hope it works out for you. Any questions, feel free to PM me or post here. |
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Thanks given by: | unberechenbar (01-29-2023), Vincanws (01-29-2023) |
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#771 | |||
Blu-ray Archduke
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Astrobot Missions was one of the most creative uses of VR on PSVR1 IMO. I never felt dizzy with that game thankfully either. Quote:
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In the game Bound VR, I'm fine walking and climbing, but as soon as she gets to the roller coaster gliding levels, I start to feel dizzy. In Astrobot Missions VR and Moss 1 and 2 VR, no issues at all ever. The camera is very stable. In Riggs VR on PSVR1, that was the first game that made me feel so dizzy that I had to rest for an hour on my side to avoid getting sick with nausea. I remember I was jumping and turning in the air as I was landing and then suddenly, the character hits the ground and .... Ugh, I feel sick... I tried to keep playing through it, but it only got worse. Xing VR, I'm fine in first person for just walking, but as soon as I jump, game over unless I close my eyes immediately after pressing Jump. If I see the landing in VR with that head set, the nausea starts up. Something where the brain thinks I'm actually moving, but I'm sitting down in a seat, so the brain messes up my sense of balance from the visual cues to the lack of actual movement, and nausea occurs linked to the liquid in the ear region for balance. DriveClub VR, I'm fine if I drive looking straight ahead, but as soon as I turn my head to admire the scenery a little, dizziness starts. In real life I'm fine doing that, but in VR, it's different. Although in real life I can read a book while someone drives on a freeway, no problem. But when reading a book as they're going over short hills and motion turns, I have to stop reading immediately as soon as I feel a bit dizzy, or it gets even worse. That's the key with some of the fast action camera games, like in RE7 VR, to stop playing as soon as some dizziness starts up. It's tough though, because I was trying to run away from the car in the garage and running and looking back at the car got me feeling really sick. But there is no other way to get past that easily, as you have to know where the car is to avoid it smashing the player. I finally got past it, but I had to rest for 30 minutes afterwards. In 2D on a TV, no problem at all. VR is awesome, but some games I have to avoid unfortunately, or reduce my movements in them. In Skyrim VR, I had to add the tunnel vision filter since that game allows you to run and turn and jump and land. With practice, I was eventually able to reduce the tube eye view (like looking through a small tube) and eventually, after a few separate games of 30 minutes each, expand to full screen, but just close my eyes when jumping/landing. It's manageable to a degree with practice, time. Hopefully you'll be fine without any issues. |
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#772 | ||
Power Member
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Bloomberg is reporting Sony cut their sales forecast in half and are reducing production.
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#774 |
Blu-ray Grand Duke
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The timing is all wrong. Release should have been 2024. The original PSVR launched when PS4 was well and truly established, it’s a big ask for folk who have just spent a fortune on a console, to then spend another large amount on the tech.
I’m desperate for VR to succeed, I love the tech and have nothing but great memories if first gen, I just don’t see the relatively early release pushing serious numbers. We need lifetime sales of at least 11 million (double the 6 million of first gen) in my opinion. Last edited by Steedeel; 01-31-2023 at 04:05 PM. |
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Thanks given by: | Zivouhr (01-31-2023) |
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#775 |
Active Member
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#776 | |
Blu-ray Ninja
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I don't doubt that Sony is feeling some disappointment about PSVR2 pre-orders. The simple fact that you can easily pre-order one right now says a lot. But bloomberg isn't a real news site and Takashi Mochizuki is not a real journalist and in fact he is well known for making **** up so this isn't really news at all. |
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Thanks given by: | Vincanws (01-31-2023) |
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#778 | |||
Blu-ray Archduke
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There are some valid points in the article relating to: Sony reducing their sales expectations from 2 million PSVR2s to 1 million by 2024, with maybe 1.5 million by late 2024 or so. Sales weren't tough to secure, unlike the demand was for PS5 or XBSXS. A smaller, less innovative opening launch library with only a few must have games like Horizon VR, but older games porting to VR. Not enough new ideas. Even the delayed rollercoaster haunted shooter game sequel is not a new idea since 2016's PSVR1. But mostly, the heavy price tag during a struggling economy. If the headset was somehow able to deliver at 299.99, that could've been something, or even 399.99. But adding $200 to that is absolutely a lot to ask for a VR headset that still requires a $500+ PS5 to operate. Quote:
What will keep the PSVR2 going 4 years from now as with PSVR1 did, would be bringing most of the PC VR games to PSVR2, along with a lower price by 2024 in the $249.99 range for a PSVR2, which is the price I'll consider it at when the game's library includes at least 10 must have titles and at least 100 games to choose from. That's why as you said, with the struggling economy (proven by high fuel prices, high food prices and lots of big job cuts), waiting till 2024 could've been better. I wonder if Sony was worried the economy would get even worse by then? And your biggest point about the saturation of PS5 users. More consoles need to be in gamers' homes before introducing a $600 add on VR headset to get more sales. I hope it succeeds, though I need to see stronger, more creative ideas and VR games before jumping in to support it. I'd like to see a game where I can explore a giant City with photorealistic visuals of real buildings. The only problem with that is they probably would require it to be streamed online as with Microsoft Flight Simulator. |
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#779 |
Power Member
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Well a lower price and/or a pack-in game like a new or updated AstroBot VR Missions would have probably increased interest, maybe that would have been too much of a loss for Sony.
Honestly if the report is accurate, I think this could be a positive thing for VR fans. Sony might try harder to make PSVR2 more attractive to consumers. They could add requested features (support for 3D video formats and Blu-ray 3D), or work with more of their developers and publishers to make PSVR games compatible thereby boosting the library. Partner with Valve to get Half-Life: Alyx on PSVR2, possibly make PSVR2 work with SteamVR. Ok, I would be surprised if any of those things happened, but I do hope Sony takes some positive action to grow the brand. |
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Thanks given by: | Zivouhr (01-31-2023) |
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#780 |
Special Member
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https://www.gamesindustry.biz/sony-w...uction-numbers
Sony: "We have not cut PlayStation VR2 production numbers" "To be clear, Sony outright told me "we have not cut PlayStation VR2 production numbers." There was no nuance in that." |
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