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All the highlights from PlayStation VR Worlds week, in one place

New features, video, screens, unseen art and much more

As you may well have noticed, we’ve been shining the spotlight on PlayStation VR Worlds all week here on PlayStation Blog and on our various social media channels, debuting feature reveals, new video, screens and unseen art. In case you’ve missed anything, we’ve curated everything in a single Storify feed for your convenience, embedded below. See you on Monday for another PlayStation VR game takeover.

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ollie_uk_2008 26 August, 2016 @ 16:24
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VR Worlds 360° Experience dosn’t let you move on facebook
PS Z has it on youtube
https://www.youtube.com/watch?v=IIiAGd7WLCQ

2

My personal opinion, general consensus and lack of interest/comments here concerning VR leads me to believe this is a bust. I mean, if you guys couldn’t get the best portable device since the Gameboy off the ground, how do you expect this to be successful? Personally I think it’s a shame the gaming industry is spending valuable resources and time on this..

2.1

Not everyone is into portable gaming though. Not matter how good the Vita may have been, a good portion of people (myself included) have no interest in it.

VR though.. is a new thing. I say “new”, because even though it’s been around for decades, PS VR seems to be the only marketable version of it that stands a chance of succeeding.

If the industry didn’t spend time/resources on new things then improvement wouldn’t happen. Maybe, VR is finally at a stage where it will work.

Let’s give it a try before chastising it :)

2.2

That’s just the thing, I don’t think it’s at that stage. The massive headsets alone look like a pain to wear extensively, the games are technically and graphically underwhelming compared to traditional games; the games have to be made for this control input specifically and need both the support of developers and financial support of gamers, if developers don’t feel encouraged to go for this risky new thing, there’ll be a lack of software for it (as is usual the case with gimmicky stuff) and support will diminish on both sides. It’s a sink-or-swim situation while still learning to swim…
I didn’t just make the comparison to Vita because it didn’t to too good, portable gaming is more gimmicky than traditional console gaming but it’s been around for ages. The Vita didn’t just do bad due to the smartphone market, it just didn’t get enough support and developers to sign on for it. VR hardware is even more expensive, not to mention unestablished in gaming.
Microsoft seems to be more reser...

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That’s just the thing, I don’t think it’s at that stage. The massive headsets alone look like a pain to wear extensively, the games are technically and graphically underwhelming compared to traditional games; the games have to be made for this control input specifically and need both the support of developers and financial support of gamers, if developers don’t feel encouraged to go for this risky new thing, there’ll be a lack of software for it (as is usual the case with gimmicky stuff) and support will diminish on both sides. It’s a sink-or-swim situation while still learning to swim…
I didn’t just make the comparison to Vita because it didn’t to too good, portable gaming is more gimmicky than traditional console gaming but it’s been around for ages. The Vita didn’t just do bad due to the smartphone market, it just didn’t get enough support and developers to sign on for it. VR hardware is even more expensive, not to mention unestablished in gaming.
Microsoft seems to be more reserved when it comes to jumping on a new bandwagon, first see if it has any merit to begin with and how it does on the market before throwing yourself in the fight. And even then it’s risky to support gimmicks, look at Move which was basically an advanced copy of the established Wii input and never got off the ground, partly due to that lack of support on both sides..
And it’s not like they’re the first on this, there are plenty of alternatives to see how it’ll eventually do. I guess they saw some merit in this for the untapped console market but it’s a costly risk that might not pan out.
I’ve never been a fan of gimmicks of any kind, it’s different and new but that wears off quickly. And then you’re left with experiences that are just too ‘basic’ compared to fully fleshed games, not to mention a bunch of extra, expensive hardware catching dust and taking up space.. To each his own, of course :)

2.3

@Stonesthrow Comparing the Vita with PSVR is disingenuous. The reason Vita doesn’t sell well is because it only appeals to a niche of gamers that need to compromise their gaming experience because, for whatever reason, they can’t play on a proper TV-based console (either because there’s no TV available due to family use, or as-in my own case, they are doing long commutes every day by public transport – and I stopped playing my Vita altogether about a year ago when I moved close to work).

On the other hand, PSVR is not a compromise of anything, but a completely new experience that’s unlike anything you could have before. You’re right that graphic fidelity takes a hit in VR, but that’s ALWAYS going to be the case, as that’s just the nature of rendering stereoscopic 3D at a higher field of view (higher FOV = more polygons on screen to render = less graphic fidelity).

As far as support goes, the PSVR launch line-up looks like one of the best launch line-ups I’ve ever seen for any piec...

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@Stonesthrow Comparing the Vita with PSVR is disingenuous. The reason Vita doesn’t sell well is because it only appeals to a niche of gamers that need to compromise their gaming experience because, for whatever reason, they can’t play on a proper TV-based console (either because there’s no TV available due to family use, or as-in my own case, they are doing long commutes every day by public transport – and I stopped playing my Vita altogether about a year ago when I moved close to work).

On the other hand, PSVR is not a compromise of anything, but a completely new experience that’s unlike anything you could have before. You’re right that graphic fidelity takes a hit in VR, but that’s ALWAYS going to be the case, as that’s just the nature of rendering stereoscopic 3D at a higher field of view (higher FOV = more polygons on screen to render = less graphic fidelity).

As far as support goes, the PSVR launch line-up looks like one of the best launch line-ups I’ve ever seen for any piece of hardware. It easily blows every recent console launch out of the water. And the rate at which the PSVR pre-orders have been selling out all over the world suggests to me that support from consumers will be very strong as well.

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TIMETRAVEL1966 27 August, 2016 @ 19:24
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Thanks PlayStation looking good. Keep playing no man’s sky, looking forward to psvr

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