![]() ![]() Higher resolution means higher GPU requirements, and there's just no way that the full set comes in at the $400 you can currently pick an Oculus up for. ![]() Vive Pro is inevitably going to add to the cost of entry through. Also you don't have to worry about fiddling with the ingame settings as games are extremely well optimized.Īdvantage of PCVR is definitely roomscale and the better graphical fidelity which you can enhance with supersamling etc if you have a beefy PC. Though in some games Pro support can be quite disappointing.īiggest advantage of PSVR is probably the lenses with zero god rays and an almost non existent screendoor effect. If you go for PSVR I would recommend the Pro, because it offers a noticeable better image quality in many games. Maybe it's even a better decision to buy a pre-bulld PC if you can find a good offer. PCVR trumps with very good cockpit games like Elite, Assetto Corsa, Project Cars and has some nice experiences beside gaming like Google VR and or more creative stuff.īuilding a PC right now can be pretty expensive due to crazy GPU and RAM prices. and promising upcoming games like the Inpatient, Moss, Ace Combat, Wipeout, Blood and Truth. PSVR has some very strong exclusive games like RE7, Farpoint, Skyrim, Rush Of Blood, Statik etc. In terms of game libraries and upcoming games I would say PSVR is on par with the Vive and the Rift. So I wonder if this is some dodgy data pass-through in just my own Oculus Link cable or if it's a systemic-problem for everyone with the current version of Oculus Link not being configured correctly to pass through data.Owning both Oculus Rift and PSVR I'd say it's a tough decision. Virtual Desktop is alright but I prefer the higher visual fidelity, better reliability and lower latency using a wired connection via Oculus Link when I can. Movement follows the direction of headset or controller (as selected) in Half Life: Alyx, throwing works much better in SUPERHOT VR (SteamVR) and the benchmark seems to work fully. What's more is that everything (control-wise) seems to work just fine if I use the Virtual Desktop App. B button to bring up the menu worked and tracking of my hands and grip+trigger worked with hands fully represented in game but not the A button and actually selecting menu items so I can't actually start the benchmark run. I'm aware it's a bit unusual and uses headset direction to control a cursor but I couldn't select anything. I also tried the VR Benchmark Kanojo in SteamVR (for benchmarking purposes I swear) and I just completely couldn't select anything. I don't think it's just a lack of coordination on my part since throwing things seems to work just fine in Half Life: Alyx. Being unable to throw just makes the game unplayable when there are levels which require throwing to complete. I think it might be the "release" of the grip getting delayed heavily since I can sometimes get things to go by trying to let go midway through the swing and trying to "follow-through" very far. I'll try throw things but they end up going nowhere or even flying backwards. When trying to play SUPERHOT VR (in SteamVR via Oculus Link) throwing things seems completely broken. Not completely unplayable but very annoying since it keeps screwing up my movement and I have to try compensate by joystick turning constantly. The same issue is present regardless of if controller or headset relative movement is selected. If I use the joystick to continuous or snap turn, that seems to reset my in-game "direction" then forward is forward again. So I can push forward and I'll go forward but if I for example turn myself around 180 degrees IRL and push forward then I end up going backwards. When trying to play Half Life: Alyx with continuous locomotion, the joystick works at moving me around but it doesn't follow my headset/controller direction. I'll also add that I'm using the official first-party Oculus Link cable which I bought together with my Quest 2 direct from the official Oculus website and everything is up-to-date afaik (I just let everything auto-update). The controller/controls don't seem to be working 100% as intended. However, I have issues when trying to use them in Oculus Link. ![]() The Touch controllers which came with my Quest 2 seem to work 100% fine when running native apps no latency issues, no dropouts, all controls working as intended afaik. I did some searches and I couldn't find anyone else making posts with this issue so hopefully isn't not a one-off thing. ![]()
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