This could revitalize the platform—or demonstrate that things aren't going well.
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I've been waiting for a sale to pick up PSVR2 for PC use.
View: http://youtube.com/watch?v=m15JwT3_fN4
The third party user community Cyberpunk 2077 VR mod, now fairly mature, has has become so amazingly good (as long as you play seated - the youtube explains why).
The OLED blacks factor + night noir is key -- People are saying that PSVR2 OLED makes the CP2077 night noir look much better and atmospheric -- properly teleporting you into the world of CP2077.
Some of its fans are claiming it's worth the purchase of PSVR2 just to only play this game, even if you never use the headset again after.
I now see why based on a trial I did elsewhere, but I've been balking on the price of PSVR2 (I already have a capable rig, just the cost-increment of PSVR2 wasn't yet worth it just for occasional use). So this upcoming sale has me excited.
As long as your GPU can handle CP2077 with the great user-community VR mod, it's a rather unusual but interesting way to play the game and the modder community found a way to make it feel immersive and nearly-native, despite the lack of VR controller tracking, and ways to reduce nausea.
Since this mod recommends that you play seated anyway, the PSVR2 cable doesn't matter here, and the improved color / blacks really stands out far beyond the LCD VR headsets.
Some clever ergonomic/UX tricks were done to the CP2077 VR mod according to that youtuber -- and the many anecdotes that reassured that it does not feel "bolted on" despite a few key compromises mentioned -- so this got me interested in this VR mod. In addition to all that almost disbelievable fanatics claiming it's the best VR game they've ever played despite not being made for VR...
I wouldn't go that far to say that, but even on an old Quest 2 PCVR Link it definitely plays top 10% and feels AAA quality -- and it's more fun than Half Life Alyx (great as it was).
Key quote in youtuber description: "...Cyberpunk 2077 VR is ALMOST perfect after the new VR mod update which released in late December 2024..." as a great upgradefeel relative to early versions of the mod. From what I've seen so far, I agree -- but I've stopped playing further into DLC (Liberty) storyline until I get a cheap discounted PSVR2.
PSVR2 works with PC.Their problem was that they tied this thing to the PS5, and that it cost so much more than the Quest. PS5 was only available from scalpers at over $1k, for years. Paying $600 (with tax) on top of that was just silly.
Now PS5 is available at retail price, but so what? It's a 5-yr old console. Who would spend even $400 on an accessory for it?
Anyone with a brain would - and did - just get a Quest.
This is simply not true - at least not generally. The hand-tracking works perfectly for me - behind head or no. Sure if I wave them around back there for a long time that's an issue, but what game requires that? Certainly not Beat Saber. The internal gyroscopes work just fine for short periods of time.I guess the fact that it has more hands tracking errors than PSVR1 doesn't help either. If any hand moves slightly behind the head then the controller is no longer tracked, which sucks in games like Beatsaber, which is the reason I bought the PSVR 1, and 2. It also sucks having to buy the games again...
Btw have you heard UEVR? Basically most unreal engine games, in vrHow... How have I not heard of this mod?! My god, I can't believe I have completely missed this...
Thanks for the tip!
Not even VR enthusiasts - VR enthusiasts who aren't really gamers. That by itself is a market that likely only reaches a very low six figures worth of people.Yeah but that's also because it's a massively overengineered piece of tech at a massively inflated price. There are great innovations in the Vision Pro, but there is also a lot of frivolous waste of money - and then the Apple tax on top. In the Venn diagram for VR enthusiasts, Apple users and rich people - the potential pool of customers is miniscule.
I have found that some people are really sensitive to the IPD not being set perfectly for them, and that triggers the puke response.I have a full VR simrig in my media room, primarily using the PSVR2, and either playing GT7 or (much more often these days) ACC and iRacing in VR on my gaming PC. I race probably 7-10h/wk, and generally for about 90-120min per session.
Friends (okay, mostly dudes) are invariably curious to try it. The majority who have - both those with and without VR, and with and without simracing experience - absolutely love it. In general alignment of sensations with the physicality of the rig - you're seated in a a physical cockpit, with your hands on a physical wheel, fairly precisely matching what your eyes are telling you - has meant that people come out feeling pretty fine, even if it's their first time "going under".
Except for one friend, out of perhaps ten or twelve who have tried it, who absolutely understood the appeal, absolutely had a blast for 15 minutes, and absolutely needed GET THE FUCK OUT before he puked.
Anecdotally, your reaction isn't the common case, but it really does happen.
I accidentally set my avatar to female in Elite: Dangerous.The weirdest moment for me was the end of the race.
This was GT7, and I dunno what the camera options are, I assume this is the VR default, but you could see your virtual hands on the wheel etc. Setup was a real race bucket seat, Fanatec force feedback wheel, three pedals and stick shifter. I can't remember now if I was manually shifting, using the paddles, or just had it on automatic.
Anyways, it was cool, as I said I see the appeal. I just found it really exhausting. But at the end what fucked with my head was when I took my hands off the wheel. And my virtual avatar didn't.
That broke my brain a little.![]()
I have found the opposite.Using VR for an application where your character/POV is in a moving vehicle without excellent simulation of gravity/force changes is asking for motion sickness. There was a lot of talk back when VR was first exciting again about various technical factors about the displays that might be contributing, but the biggest factor to motion induced nausea in humans is always going to be mismatch between the visual system and the vestibular system. It can happen in other settings but all other things being equal it's going to be better and more tolerable if movement of your visual reference frame is tied to real movements of your head and body, or at least real changes in the apparent gravity experienced by your head.
Wishful thinking, much? While Apple's $3,500 price tag on their (now discontinued) headset was certainly eye-wateringly painful, the PSVR2 was far less than that even before this price reduction... and you can only cut costs so much before you find yourself losing money on a product. At the $200 price mark, the PSVR2 would have had to be a loss leader... and you don't produce a loss leader unless you're sure you can make up that loss on game sales.Price was too high to begin with. It should have been $200 tops.
You just need this! (there are less expensive ones, this was just the first one I searched)Using VR for an application where your character/POV is in a moving vehicle without excellent simulation of gravity/force changes is asking for motion sickness. There was a lot of talk back when VR was first exciting again about various technical factors about the displays that might be contributing, but the biggest factor to motion induced nausea in humans is always going to be mismatch between the visual system and the vestibular system. It can happen in other settings but all other things being equal it's going to be better and more tolerable if movement of your visual reference frame is tied to real movements of your head and body, or at least real changes in the apparent gravity experienced by your head.
This is a good explanation. Also as a good niche, it provides things that aren't possible in other mediums.What you have described is a niche, not a fad. There are two huge differences. Niches don't go away, and niches never catch on in the first place. I've been into VR for six years and don't see myself stopping. Some new awesome titles (Metro Awakening, Behemoth) came out a few months ago and I'm eager for Alien Rogue Incursion to get fixed.
There is a market for VR and will always be a market. It's just smaller than console markets.
Played what for 5 minutes? I've spent hundreds of hours in VR. Some games I can play for hours with no nausea, but with some games/experiences I feel nauseous almost instantly. Usually it's anything where the rotation of the view doesn't match the rotation of my head.(my friend who does get motion sickness easily played for 5 minutes and had to stop before he threw up).
Don't discount all of VR because you've tried what is likely the most nauseating version of it. FPV goggles don't compensate for the movement of your head. All popular VR gaming headsets now have 6-DOF tracking that compensate for any movements of your head. I haven't tried FPV goggles, but I'd guess that if you can handle those while stationary, almost all VR experiences, even with head movement, will be easier to handle.I want to like VR but my defective eyeballs mk. I say otherwise. Found out the hard way when I bought the FPV goggles with Mavic Air that if I move around with them on I get pretty much instant nausea and a headache. Thankfully if I sit while using them I can avoid that. Sadly not moving while playing a VR game isn’t really possible.
And it failed it seems. Sorry, but if your VR add-on costs as much as the original system, you are creating a vicious cycle (not a lot of people buy them, therefore not a lot of games made, therefore not a lot of people buy them, etc.). For the price they were asking you could get an xbox, switch, etc. If they couldn't offer them cheaper, they probably shouldn't have launched them, imo.Wishful thinking, much? While Apple's $3,500 price tag on their (now discontinued) headset was certainly eye-wateringly painful, the PSVR2 was far less than that even before this price reduction... and you can only cut costs so much before you find yourself losing money on a product. At the $200 price mark, the PSVR2 would have had to be a loss leader... and you don't produce a loss leader unless you're sure you can make up that loss on game sales.
You can't even get a quality monitor for that price. What kind of dream are you living in?$200 with Horizon and we have a deal, until then, yawn.
He got sick riding the new Mario Kart ride at Super Nintendo World Universal. He could play literally anything for 5 minutes and get motion sick. Short of the VR jacking directly into his skull I'm not seeing a path forward for him to easily get into VR w/o severe bouts of sickness.Played what for 5 minutes? I've spent hundreds of hours in VR. Some games I can play for hours with no nausea, but with some games/experiences I feel nauseous almost instantly. Usually it's anything where the rotation of the view doesn't match the rotation of my head.
Then you might be interested in the VR mods of existing games.I want to like VR but my defective eyeballs mk. I say otherwise. Found out the hard way when I bought the FPV goggles with Mavic Air that if I move around with them on I get pretty much instant nausea and a headache. Thankfully if I sit while using them I can avoid that. Sadly not moving while playing a VR game isn’t really possible.
True, but it's also observed motion sickness triggers are different between different people. One VR user gets zero motion sickness in sim racing (you're inside a car cage, which grounds you) but lots of motion sickness in rollercoasters.Using VR for an application where your character/POV is in a moving vehicle without excellent simulation of gravity/force changes is asking for motion sickness.
On that datapoint, other games have 1:1 vertigo sync.He got sick riding the new Mario Kart ride at Super Nintendo World Universal. He could play literally anything for 5 minutes and get motion sick. Short of the VR jacking directly into his skull I'm not seeing a path forward for him to easily get into VR w/o severe bouts of sickness.
I wasn't suggesting pushing through the sickness. My only point was that there is wide variance in how nauseating VR games can be. Some VR games can be less nauseating than many flatscreen games.He got sick riding the new Mario Kart ride at Super Nintendo World Universal. He could play literally anything for 5 minutes and get motion sick. Short of the VR jacking directly into his skull I'm not seeing a path forward for him to easily get into VR w/o severe bouts of sickness.
Now, could pushing through and sticking with VR help with his motion sickness? Maybe? Would be an interesting study, but he's already declined to participate.
I agree. That's why Meta Quest won here -- you can pick up a Meta Quest and just play within seconds. It can AI-recognize the room you are in, and remember its Roomscale memory on a per-room / per-premises basis. They're even about to automate it (photogrammetry) in an upcoming firmware in Quest 3.1. Spend multiple minutes screwing around trying to get it adjusted and comfortable
2. Awkwardly fumble around with the settings and controls
3. Finally get in game, gawk at the visuals and immersiveness
4. Get frustrated by the controls (regardless of the game)
5. Find that it is instantly physically uncomfortable/painful to wear. Also start to sweat and feel nauseous after about 15 minutes.
That's why I am so excited for Valve Deckard being released end of 2025.PSVR2 works with PC.
Anyone with a brain stays the fuck away from Meta.
All modern BD drives can read the 3D discs. While the PS4 plays them, the PS5 firmware never had the 3D enabled.I'm confused.
An ps5 with old firmware able to play 3D BD?
The usual advice is that "pushing through" makes it worse. Better to stop immediately and acclimatise with small doses.He got sick riding the new Mario Kart ride at Super Nintendo World Universal. He could play literally anything for 5 minutes and get motion sick. Short of the VR jacking directly into his skull I'm not seeing a path forward for him to easily get into VR w/o severe bouts of sickness.
Now, could pushing through and sticking with VR help with his motion sickness? Maybe? Would be an interesting study, but he's already declined to participate.
No. Don't push through.He got sick riding the new Mario Kart ride at Super Nintendo World Universal. He could play literally anything for 5 minutes and get motion sick. Short of the VR jacking directly into his skull I'm not seeing a path forward for him to easily get into VR w/o severe bouts of sickness.
Now, could pushing through and sticking with VR help with his motion sickness? Maybe? Would be an interesting study, but he's already declined to participate.
Sorry, my pushing through was written poorly, and was in respect to continuing to use VR over time and see if the time it takes him to get queasy increases. I 100% agree pushing through while feeling sick is never a good idea (and something even I don't do even though I don't really get stomach sick playing VR).No. Don't push through.
Ginger helps. I used ginger tablets. But in general, play for a short period, and stop once you start to feel nausea. Try again the next day. It takes time to acclimatize. And some never do. This is one of the inherent limitations of VR.
Is it weird that I suddenly want to try out Skyrim in VR?... And then I fell of a mountain in Skyrim. That. Sucked.
My wife is a Skyrim addict. I should probably drop her in Skyrim VR and see what happens.I never got into Skyrim at all flat screen. But it is by far my most played VR game. And that was the no-mods PSVR version too.
Some games with the same locomotion are different. Phasmaphobia and PayDay 2 are the same locomotion. I do not get sick at all after hours in PayDay 2, but I can only do one or two houses in Phasmaphobia. I think partially that PD2 has so much going on you don't notice and PMP you concentrate on details.I wasn't suggesting pushing through the sickness. My only point was that there is wide variance in how nauseating VR games can be. Some VR games can be less nauseating than many flatscreen games.
I think most people would do well with something like Job Simulator, Moss, or Walkabout Mini Golf VR with teleport movement. In those games, there in no artificial locomotion... the environment appears to be stationary.
But I feel unwell when playing any kind of car racing/flying VR game because there is a disconnect between the rotational motion of the view and my head movement.
Many amusement part rides don't agree with me either (or even car rides).
There are other factors that could lead to discomfort even in games without artificial locomotion, but it's hard to know if someone doesn't try one of those games.
Maybe they aren't interested in the kinds of games that don't need artificial movement. That would be perfectly understandable as well.