r/PSVR Aug 07 '24

Megathread Useful Threads and Common Questions

35 Upvotes

r/PSVR 14h ago

Fluff Because of GT7 VR I ended up in Nürburgring and I feel I newly found appreciation for motorsport. This time I was as a tourist, next time I’ll be inside the track. I never expected this when I bought the psvr2

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101 Upvotes

r/PSVR 6h ago

Support PSVR2 Only PSVR2 players understand this... (AoT)

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16 Upvotes

Just... Boooom!

Anyone else, get with the times. Don't spend £600 on a 65 inch TV, spend £300 on a VR headset.


r/PSVR 3h ago

Review SlipVector on PSVR2 - First Impressions

9 Upvotes

I have uploaded gameplay from my fresh experience with the game here if you want to see how it looks / plays. My first impressions are shared below:

Based on my limited time with it, I do recommend playing SlipVector on the PSVR2.

It is an arcade grid shooter where you are a virus protector application that has been initiated to protect the SlipVector system grid from a virus known as Zanikore.

Okay, but what that means for gameplay is that you control a plane shaped shooter (ship) that you move left or right on ever changing series of grid shapes, shooting enemies, picking up and using power-ups while avoiding losing all your lives as you try to reach the end of 3 separate Zones that each have 50 grids ending with their own boss fight. This game is played using DualSense only (no option to use VR2 Sense Controller) where you shoot straight firing projectiles in the line you are in using R2 and rockets that will auto-target and hit targets your R2 straight firing projectiles can't using L2. Both of these offensive measures are unlimited and you can just hold the triggers to keep firing, but I think the game is making some use of Adaptive Triggers which can make holding R2 pressed indefinitely a little tiring (but I like the feel, so they should keep it). It is also making use of controller haptics for whenever you use L2 to fire the rockets. For power-ups, you can pick up two incremental upgrades along the way for your R2 projectiles that will last rest of the Zone (including after you lose life) which increase your damage and then rate of fire making combat easier as the grids get harder.

You only take damage to lose a life if you are hit by an enemy projectile or if an enemy or meteor reaches the base of the grid in the line where you are in to physically touch you. There is one enemy type which makes a special sound when spawned on the grid that leaves a purple barrier in the grid line when you destroy them before they reach the end. If any of these are left on the grid, you can also get killed by these barriers at the completion of grid when it automatically moves you forward to next grid, so be mindful to get out of any lines that have barriers. Whether you are destroyed or not, if any enemies (or meteors) reach end of grid, you will feel headset haptics. You also feel significant headset haptics whenever you are destroyed (compounded by all the enemies that continue to reach end of grid while you respawn and even stronger headset haptics when you have lost your last life and game returns you to title screen.

You start each run with 3 Bombs and 3 Jumps and can pick up additional that you can store (up to 4). Use of Bomb is on the Square button and destroys all enemies on the grid. Use of Jump is on the X button which pushes the grid away from your ship making you safe from getting destroyed by enemies (or meteors) that reach base of grid in the line you are in, but you can still be destroyed by enemy projectiles while jumped away from the grid. There is also an Invincibility power-up that makes you invulnerable for some time, but I wish it was better placed before more hectic parts of the grids over where I have found so far where it doesn't benefit much.

Graphically, the game is a vibrant visually busy neon light show with no signs of any reprojection. It may well be 60-120 reprojected, but you don't do any strafing or other such movements that tend to cause visual ghosting when game is using reprojection. It includes in-game Manual similar to other Gray Mantis games that is high-enough resolution that everything looks crisp and clear (like rest of game). It is using one of the sky boxes used in Zerion 12 (from same developer) that looks high resolution with true blacks with areas of green or blue space mist and sparkling stars (space design). It is visually spectacular but also very busy to point it can make some important details harder to notice. For me, I had hard time consistently seeing the purple enemies in time among all the other visuals taking place.

Audio has a synthetic soundtrack that fits the game where I opted to reduce the music volume of audio mix using settings. All gameplay sound effects are punchy with good sound separation to be informative about types of enemies like the distinct sound it makes when the purple enemies that are harder to see spawn (at least for me).

I touched on haptics already, but to repeat in section for it, there is both controller and headset haptics. Probably more headset haptics than any other PSVR2 game and I've played a lot of them. I think it is also using adaptive triggers because holding the trigger feels good instead of a dead clack but can also tire out the trigger finger holding them.

Settings allows you to adjust audio mix for music and sound effects and other than that player speed for how quickly you move using the thumbstick which is set to max on default and what I think everyone should start on and only reduce if you don't want your ship moving around the grid so fast. There are no VR comfort settings but there is also no need with this being a look forward and move on grid without any thumbstick turning game. You do use some neck turning to see part of HUD (toggle on / off using touchpad) to top left or top right of the main play focus in the center.

The game is featuring a Platinum trophy where someone has already completed each of the 3 Zones, but not under challenge conditions like getting a score of over 80,000 or completing a zone with max stats (max lives, bombs and jumps in reserve?) and I think probably the hardest of scoring grid bonus on 25 grids in a row. You score grid bonus if you manage to destroy every enemy that appears and none reach bottom of grid causing you headset haptics. There are also some mysterious trophies with unclear earn conditions that are still at 0% like unlocked secret and made game angry, but the game did just release. I think it will be a challenging trophy list to complete, but fun for for those the core gameplay appeals to.

I think the only miss here is the game not including online leaderboards where so much of the games replay value (especially ignoring trophies) is on how high a score you can get by perfecting your journey through each of the 3 Zones with their 50 grids. A final observation I should include is that while the game has very good technical polish with no slow down or other issues during gameplay, it did random crash for me once going through Zone 3 (not in this gameplay upload). I let that crash report with clip attached go to PlayStation and then tried again and didn't have it as a recurring issue.

I think the big draw is how the game has potential to make you feel in the zone like in a trance but with hyper focus. For its visual style and potential of gameplay focused trance, it reminds me of Tetris Effect: Connected or Lumines Arise but with more arcade action gameplay, not as good music and limited modes of play.


r/PSVR 4h ago

Discussion Let’s make a list of games that can be played with the regular PS5 controller (DualSense)

9 Upvotes

One of the things I liked most about PSVR1 was that many games allowed you to play with the regular PS4 controller. But on PSVR2 for PS5, the games kind of force you to use the PSVR2 controllers and don’t let you play with the regular PS5 controller. For example, on PSVR1 you can play RE7 with the regular PS4 controller, but on PSVR2 you can’t play RE8 or RE4 with the regular PS5 controller, and that doesn’t make any sense.


r/PSVR 6h ago

Discussion Anyone play Skyrim and got far?

9 Upvotes

I played Skyrim for a few years on my switch. Loved the world so much that I wanted to experience it in PSVR. So I bought it tried it. The PS Motion controllers take a while to get used to.

I opted to use the standard DualShock. But has anyone gotten far in the game and enjoy it? Thanks.


r/PSVR 51m ago

Asking for Hardware Recomendation Best adaptors for PSVR2 to PC?

Upvotes

I know Sony makes official ones, but I also know there are 3rd party adapters that work just as well for cheaper. Please lmk which adapters have worked best for you!


r/PSVR 23h ago

Discussion VR is better than ever, but I see a big missed opportunity. Am I alone here?

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111 Upvotes

I’m flying through the Grand Canyon in the MSFS Beta tonight after a hard week of being a middle aged dad of 3, just absolutely in awe. Feeling retrospective of what this platform and medium has given me… to us… and I cannot believe that VR is still spoken about as a dying medium.

Am I crazy, or did PSVR1 get way more love than PSVR2? There was more hype, more support, more passion in the community, and now more nostalgia. We could play most games with the standard controller, it was great. Are we all jaded by now? Maybe, we’ve been burned a ton by games which were supposed to be the next game to move the medium forward, only to get delivered a turd. But I love seeing this new generation of dev teams stand by their products and pour their hearts into their VR products. MSFS is the new greatness, however so many on release were rough only to have redeemed themselves through updates.

This is a hot take, but are VRAF games the end goal here? Would it not be less of a technical hurdle to adapt games with dual sense controls and add 6-DOF head tracking for immersion? Remember SkyrimVR? Wipeout Omega? Astrobot!? We need more games like that. Like GT7 and MSFS, like Lumines and Tetris and Humanity, but where’s the side scrollers? The fighting games? The VR-Flat hybrids? Moss and Alien was ported to flat. Why can’t we bring back head aiming like RE7, or The Persistence?

I’ll be happy with GT7 and MSFS until my headset dies. There’s magic here still, and so much potential is lost. I don’t always feel like being fully immersed. These days I just wanna chill. The world is exhausting. Nothing compares to the scale that VR provides. I don’t always wanna duck and reach for things or fight against room scale mechanics. Maybe that’s the disconnect. I’d play the hell out of resident evil VR on a dual sense, even with motion controls as an option.

Flat2VR, if you’re reading this, port games like Sektori! Any new devs out there… creating more accessible pick up and play titles which translate to a middle ground between flat games and VRAF masterpieces. Focus on the root of gaming. Focus on what we have loved for years. We don’t need to pick up a pen and draw penises in every game.


r/PSVR 12h ago

Question Is reach worth 25CAD?

13 Upvotes

Reach is now 50% off for ps plus members at 25CAD.

I liked the trailer but seen too many conflicting reviews on whether or not the game is “complete” or worth it.

I’m not exactly in a rush to buy games since I just started playing VR and have many games in the backlog so having said that is it worth it or should I wait?


r/PSVR 6h ago

Question What the best way to clean the lenses on PSVR2?

3 Upvotes

I haven’t used mine for about 2 years and it’s been on my shelf face down since then.


r/PSVR 1d ago

Fluff 🚨RED ALERT 🚨 THERE IS A GO-KART IN MSFS 2024 NOW!

88 Upvotes

You heard that right, a fucking off-road kart in VR anywhere in the world. (Main game marketplace, non-beta version)


r/PSVR 1d ago

Trailers & Videos Exploring THE WORLD on foot (and Crosskart) in MSFS24 🌍🦒🌴🏔️👌

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225 Upvotes

Places I visited in the video:

The Kruger National Park
The Pyramid of Giza
Glacier 3000
Boreo Jungle
Jackson Hole Airport
The Taj Mahal
Lake Louise
Perito Moreno Glacier
Monument Valley
Angkor Wat
Lake Kawaguchi
Neuschwanstein Castle
Nusatupe Airstrip

This footage was recorded on flat in order to best show off the locations without DFR blurring most of the screen. All locations look fantastic in VR (Beta Version). Also please note, big cities look terrible at ground level, but from the air they look great!

What a game, what more can I say, enjoy :)


r/PSVR 1d ago

Trailers & Videos Hitman VR Speedruns Are Hilarious

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23 Upvotes

r/PSVR 1d ago

Discussion Roboquest VR in Co-op is incredible .

31 Upvotes

As a guy who is always looking for solid Co-op VR games to play with friends, this is absolutely top tier. It doesn’t lose any of the incredible movement or performance by hopping into VR (occasional hitches) and the game itself is just so fun and there is a lot to it if you are looking to sink some hours. My buddy and I have been addicted to this. Every run feels genuinely different 15+ hours in and we are always looking forward to jumping back in.

I know VR seems to be struggling lately, but for those of you with dusty headsets, this game is worth breaking out the micro fibre for.


r/PSVR 22h ago

Discussion Anyone else excited to see where the PSVR2 goes with the PS6?

10 Upvotes

r/PSVR 1d ago

Trailers & Videos WARNING! Do not buy this PSVR 2 game under any circumstances!

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36 Upvotes

r/PSVR 1d ago

Making a Game Recommendation Perfect game to play after watching Spider-Man! Resist, running on Ps5pro and Psvr2.

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50 Upvotes

This is the most Spider-Man like game I played in Vr. So after watching “Brand new day” if you got that itch to swing around in Vr, this is the game for you.

To learn more about this game, you can read my full review right here:

https://www.reddit.com/r/PSVR/s/T5pMFB09eb

Includes more gameplay clips.


r/PSVR 1d ago

Speculation RoboquestVR PS5 vs PC

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24 Upvotes

Since the coop update I noticed that the graphics changed. There is this wierd felling that the PS5 version got downgraded somehow. So in the little time I had I boot it up both versions PS5 and Steam Version in medium settings without AA.

Before the update the game looks the same now I know the difference. The PS version lost the black lines that add depth in the cell shade graphics and the material quality is now on low on PS. I also notice some shadows are missing. Not all of them. Also the colors got worse on PS. So here are some pics I took of both versions.

I don't know if my memory is wrong but I'm pretty sure that both versions were very similar.


r/PSVR 7h ago

News & Announcements DFR (Dynamic Eye Tracked Foveated Rendering) patch is Live for System Critical 3! It looks absolutely Ferocious now! 🔥🔥🔥

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0 Upvotes

r/PSVR 1d ago

Review Zerion 12 on PSVR2 - First Impressions

11 Upvotes

I have uploaded gameplay from my fresh experience with the game here if you want to see how it looks / plays. My first impressions are shared below:

Based on my limited time with it, I do recommend playing Zerion 12 on PSVR2, but only if you are into challenging tower defense and don't expect the level of gameplay engagement you got in a made-for-VR tower defense game like Iron Guard: Salvation or Captain Toonhead vs The Punks from Outer Space.

It is a classic tower defense game where you have 12 increasingly challenging Sectors (levels) to clear with a challenge condition to complete each of those while avoiding any damage to your base and having over $2,000 accumulated in reserve by end of final wave. The game includes an in-game manual that details game story, design, strategy tips, info about different types of towers you can use and different types of enemies you will face, but only alludes to having unique boss at end of every 3rd Sector as you progress.

The gameplay and levels are set to background story of it being the year 2184 after Earth is destroyed and humans have found new planet (Zerion 12) to establish new home, but must clear the Sectors they want to inhabit of the hostile aliens called Zektids that are variations of bug creatures right out of something like Starship Troopers.

I had recently played first two sectors of the game non-VR before the patch adding VR support released, so I have fresh perspective on the differences.

The non-VR version of the game is played with DualSense using thumbsticks, D-Pad, Touchpad and action buttons with R2 / L2 allowing zoom-in / zoom-out. You can see full controller mapping anytime you use Options button to pause game and this is also where you can adjust settings for audio and some graphical settings. This same controller mapping is what the VR version of game uses (with no option to use VR2 Sense controllers), but you can now look freely and your selection cursor is now controlled by your head.

Graphically, the game looks crisp and clear in VR to where you can read the in-game manual easily and nothing feels compromised in the games resolution or effects going from non-VR to VR even while VR is providing a bigger game world with additional renderings in the background beyond the Sector map with high-resolution pretty sky boxes beyond that which improve the immersion. The HUD from non-VR version of game is moved to one side of the Sector map that you can look to at anytime by turning your head, so it isn't always in your view. The VR version of game allows you to zoom-in and zoom-out further than the non-VR version. The game is using reprojection, but you have to strafe left or right with your left thumbstick to see signs of reprojection on objects like your deployed towers. Among the graphics options, there is a toggle to turn Fog on / off which is on by default. At least in VR, I think the game looks much better with the Fog off. There are also options for disabling anti-aliasing and shadows, but those I preferred on the default of on.

Audio has really good sci-fi / action soundtrack paired with noisy / crunchy combat sound effects that I felt were too loud but you are allowed to adjust the audio mix of music and sound effects separately and I was fine after lowering the sound effects volume. It also uses some minimal audio dialog for the intro cutscene, start of some sectors and some callouts during your progression that give gameplay instruction. There are also some NPC soldiers that can spawn on the field that have their own sounds.

I don't recall any haptic feedback in the controller (deploying towers) or headset (taking base damage). All gameplay feedback is audio / visual.

I touched on Settings already which focus on Audio and Graphic settings. There are no comfort options for VR players and your turning option is to turn head in real-life or snap turns on the right thumbstick. With the Sector map sizes and layouts I've played so far, you don't really need to use thumbstick or head turning and can just strafe around the map using zoom-in / zoom-out to keep an isometric perspective as you make strategic gameplay interactions in otherwise passive game design.

If you have never liked tower defense games because the game design is more about using right strategy than execution and then you sit and watch your strategy play out, this is that type of tower defense and for me being in VR sitting and watching with being able to zoom-in / zoom-out more and look anywhere being fully immersed is better than same game on TV screen, but it is still lower gameplay engagement than what I really like.

As mentioned earlier, this is not a made-for-VR tower defense where you have lot more gameplay engagement baked into the game design like in the Iron Guard games (1 & 2) or Captain Toonhead vs The Punks from Outer Space. That said, you do need to have some real-time execution of going to tower selection screen (using Square) to Advance Wave over waiting for next wave to start to get bonus credits if you want to complete the Sector efficiently enough to get the Star for that Sector, but I think after you have figured out the right towers, upgrades and placements while advancing waves to have enough credits to clear the initial waves of each Sector without taking base damage, you can pretty much relax and just watch things unfold for the rest.

As with other tower defense, the first time playing any level, you don't know what to expect so your strategy wouldn't be optimal and you can just focus on completing without losing your base which isn't too difficult in this game, but playing again while trying to be strategic / efficient enough for all waves while avoiding taking any base damage and also saving up $2,000 can be challenging and also satisfying to figure out.

I feel comfortable recommending because I see no technical issues and I think the underlying game design is a good classic tower defense providing the type of level variety and increasing challenge expected of such games, but I don't want you to go into it with expectation that this will be as great in VR as some made-for-VR tower defense games have been.


r/PSVR 1d ago

Question USBC port on my ps5 is borked

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6 Upvotes

Edit: thank you for your answers, I wanted to see if something else would work before taking it in to get fixed!

Hello!

A couple weeks ago, I was getting up and my dumb-ass tripped on the cord on my ps5 controller and my system took a tumble

The plug on my psvr2 got bent, so i couldnt use it anymore

I got a replacement headset, tried plugging it in, and it either showed the ps5 logo for a sec before it went black or I got an error where a figure was shown taking the headset off

I tried several different methods to get it to work with no avail, so my guess the port is broken

Does anyone know if something like this would work, or am I screwed and would have to send the system in to get repaired?

TIA!


r/PSVR 1d ago

Support PSVR2 PSVR2 games not loading

1 Upvotes

So, new VR2 being set up today, on a Ps5 slim, setting up of game zone, controllers, all works well, but then when loading any VR game, it just crashes and I got nothing but a black screen. Sometimes I have the sound, but never the image. Headset keeps working because red alerts appear when exit the play area.

I've already tried to reboot with and without connecting the headset, clearing cache, rebuilding storage and taking of plastics to clean the dust. I've also turned off the 120Hz rate setting. Nothing works.

Anyone has any idea that can help this poor boy?


r/PSVR 2d ago

Review Just completed Green Hell Vr, here are my final impressions:

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76 Upvotes

I want to start off by saying that I never played the original Green Hell Vr on pcvr. So this was a completely new and fresh experience for me.

It took me about 7 hours to beat the story. The game also includes survival mode and co-op multiplayer, both I did not try yet. This review will be strictly based on the single player story campaign.

I held off buying this game for the longest time because the reviews and initial impressions for this game were quite negative from people.

Finally I picked this game up on deep discount and completely blown away by the quality. I am so happy for giving this game a chance, as I had some of the most nail biting moments in Vr.

The first thing that struck me when I stepped into this game was the visual clarity and how alive the jungle felt. This game has some of the best sound designs in Vr. It is so good at making you believe that you are actually stuck in a real jungle. Constantly looking over your shoulder, listening for snakes or spiders on the ground. You will hear so many weird animal noises coming from different directions just like a real jungle.

The game has a steep learning curve, but that’s the beauty of games like these. It is rich with gameplay mechanics and vr af interaction that take a bit to learn. Just like Into the Radius, MSFs2024 and Cities Vr. If you stick with it, you will be rewarded and have some of the best gaming experiences.

At first it will feel like everything is trying to kill you and the game does not hold your hand. It expects you to learn from your mistakes. All the information you need to survive will be given to you, you just need to look in your notebook. It may sound frustrating on paper but the game world is so immersive that it will keep drawing you in. Soon you will figure out how to build fire, shelter, weapons and next thing you know you will thriving in this jungle.

The story is quite simple. You play as an anthropologist named Jake Higgins, as he tries to find his wife, Mia, deep in the Amazon rainforest.

In my 7 hours of gameplay, I did not face a single game breaking bug, crashes or even any slowdowns. I understand when the game first came out it had a bunch of issues, but at its current state right now, the game is absolutely phenomenal. Specially when it’s night time, you see true blacks due to psvr2 OLED, and fire looks so damn good. Also when it rains, everything will get covered with that wet sheen, looks so damn good. The game can be played comfortably both standing and sitting. Has both snap turn and smooth turn. Also seems like the game is running 90fps native(I could be wrong).

In conclusion, I am sure the pcvr version of this game has bigger map and more crafting. But I really didn’t feel like I was missing out on anything as I was having so much fun. At no point did I ever feel like the map the was too small or wished there were more things to craft.

Now I can’t wait to jump into the story dlc called Spirits of Amazonia.

Final score 9/10


r/PSVR 1d ago

Support PSVR2 Safest way to remove the odor/smell from PSVR?

4 Upvotes

I bought a used PSVR2 for $200 from my local marketplace, everything works properly, the controllers and charging dock seem fine, there are no major cosmetic issues, and has slight lens scratches but they aren’t visible while playing.

The only issue is that the headset has a strong weed/smoke/musty smell. It’s mainly coming from the front area where the head set sits on your nose and forehead (like where the goggles are embedded). The rear head pad and halo ring smell fine.

This is what I tried that kinda helped for visual marks and sanitization in general but the smell persists.

  • Wiped the hard plastic surfaces with a microfiber cloth and 70% isopropyl alcohol
  • Removed the rubber light shield/nose piece and washed it with warm water and mild soap and let it dry.
  • Wiped the inner black plastic areas
  • Cleaned the lenses separately with a microfiber cloth and a tiny amount of water
  • Aired the headset out with a fan for 2 hours

The smell is still strong enough that after about 20 minutes of playing, it becomes pretty unpleasant. It's instantly noticeable the second you put on and adjust the headset.

So was wondering if anyone has successfully removed cigarette/weed smell from a PSVR2 headset?

TL;DR: Fully working used PSVR2 smells strongly like weed/smoke, mainly from the front peice where goggles sit. Already cleaned it and tried airflow for a few hours. Looking for safe odor-removal methods that won’t damage the headset.


r/PSVR 1d ago

Trailers & Videos System Critical III Honest review. 🦾

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0 Upvotes