• plumbercraic@lemmy.sdf.org
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    4 months ago

    You also don’t get to enjoy many of the PSVR 2’s vaunted box features — HDR, headset feedback, and eye tracking are all disabled. So are the adaptive triggers and haptic feedback (not including rumble) on the controllers.

    Wtf sony

  • CalcProgrammer1@lemmy.ml
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    4 months ago

    I can understand a box with DisplayPort, USB, and power inputs as very few desktop PCs actually have a video- and power delivery-capable USB C port. I cannot understand the lack of controller features and HDR.

    • jqubed@lemmy.world
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      4 months ago

      Can the Stream Deck be used with other VR systems? I’d just assume not so I’d never looked at it for that.

      • nyankas@lemmy.ml
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        4 months ago

        It‘s possible to use VR headsets with the Steam Deck. It‘s just far too weak for a pleasant experience.

        It‘s worth noting though, that, according to this interview (37:30), Valve is probably working on a new VR HMD which will make use of the things they‘ve learned from developing the Deck. So I‘d guess there‘s a standalone headset coming from them at some point in the future.

        • tehmics@lemmy.world
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          4 months ago

          Wonder if that strictly means lessons learned in development, or if it hints at onboard processing like a Quest. I’ve been more impressed with smaller headsets like bigscreen than standalone units lately

          • nyankas@lemmy.ml
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            4 months ago

            This is very speculative, but along the things they’ve learned for VR they‘re mentioning APUs and wireless streaming. This might hint towards a standalone device which can also be connected to a PC.

        • NOT_RICK@lemmy.world
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          4 months ago

          I’ve been hoping valve would make a competitor to the Quest sans the Facebook stank

    • SSUPII@sopuli.xyz
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      4 months ago

      Would be a bit of an adapter chain hell as you get only 1 usb-c port to work with, and you need both that and a DisplayPort cable

  • MudMan@fedia.io
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    4 months ago

    Hm. The breakout box doesn’t surprise me, I would assume the headset itself is relying on some hardware within the PS5 itself, since they were clearly developed in parallel and the original PSVR also needed a breakout box itself. I bet they could have solved it in software, but maybe there’s some type of hardware security also at play. Plus I can see how they’d rather avoid all the RMA from people just plugging the headset to random USB-C ports and being frustrated when it doesn’t just work. It’s an old school way to handle it, but at least this way they know it’ll work.

    The missing features are… more interesting. At a glance it makes sense, in that no PC VR game has support for headset rumble or triggers with variable resistance, to my knowledge. Is there a PC HMD with HDR support? Or any games that use it?

    So on those and the eye tracking you’d expect no games would take advantage of it out of the box… but does this mean they are disabled at the driver level and no upcoming games can support it either? Or would it be possible for them to enable that down the line for maybe their own ports or, say, Capcom ports later on.

    I’m surprised we’re this far, honestly. This is a desperation move at best. The PSVR 2 is a funky-ass HMD compared to what has become the standard for this space. Still wired, unusual choices for displays, super unique features… a minimum baseline to meet SteamVR standards makes some sense, it’s just surprising that they aren’t leaving some of their feature set out there as an option for devs later on, since that seems like it would encourage more third party PSVR content on PS5.

    Still, better than having a paperweight. Even with just the basic features, the PSVR headset should look nice enough and get you most of the way to a full PC VR experience. If you have a gaming PC and only have VR through your PS5 this should significantly expand your options. Although I suppose if that’s you I have serious questions about why you went that way instead of getting a Quest 2 when Meta was just giving them away, like everybody else did.

    • BurningRiver@beehaw.org
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      4 months ago

      Although I suppose if that’s you I have serious questions about why you went that way instead of getting a Quest 2 when Meta was just giving them away, like everybody else did.

      I can only speak for myself, but the answer is easy. Meta and Zuck can get bent. You’re required to have a FB account to run it and I’m not doing that.

    • Bubs@lemmings.world
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      4 months ago

      As a little note, the eye tracking would be a huge selling point for social games like VRChat. Very few headsets support it so far.

      • MudMan@fedia.io
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        4 months ago

        Yeah, it’s a nice feature that the PS5 seems to use primarily for performance. I do wonder why it’s turned off here and whether there is a standardized way to report eye tracking in VR to relevant middleware they could be tapping into instead. I genuinely don’t know enough about the technicalities of all the overlapping VR platforms to tell.

  • Evening Newbs@lemmy.world
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    4 months ago

    None of these features are usable in SteamVR, or if they are, aren’t supported by any games, like HDR.