Inspired by GoldenElementXL's thread, I swung by Best Buy today to demo the PSVR.
Firstly, some context that I had going into it: I've used Oculus Rift DK1, high end full room VR (rumbling floor and surround sound, etc), and Google Cardboard with Moto X mk1 (low res) and Samsung Galaxy S6 edge (max res).
At the demo, I played EVE: Valkyrie, and the Ocean experience from PS VR Worlds (the latter being more a tech demo / "experience" than a game).
My impressions were quite positive.
Comfort: very very good. The headset is extremely light and unobtrusive. If you adjust it well, its soft light seal just barely kisses your face and does not leave any kind of impression (contrary to the amusing images people have dug up on the web of people basically using it misadjusted).
I would say my only complaint with comfort was the separate Sony headphones, while offering additional immersion, slipped a bit on my tiny head while looking extremely up or down, and having its band move relative to the perfectly immobile VR headset's bands was mildly immersion breaking. This seems like a "your mileage may vary" type thing.
Visuals: these were also remarkably good. The screen door effect was very very modest - it is perceptable because of the size of the pixels, but also more subtle than I am used to - I believe because of the better lens/screen technology used. In general, I think that the PSVR2 will be really killer if it continues this design but introduces a higher resolution screen. As it stands, everything still looked very good. Critically, the lighting in EVE was astounding - you really really do feel like you are in that (somewhat fuzzy) cockpit. Everything was just so natural looking.
Motion tracking: GoldenElement noted some issues here in his thread - I honestly didn't notice any. I'm not sure if differences in how well it's set up, maybe back lighting etc, could impact this. For me, the motion tracking was smooth, and flawless.
Motion sickness: here, again, our experiences diverged a bit. I experienced zero motion sickness, even when dogfighting and barrel rolling in EVE. I really believe this is a "your mileage may vary" case again - some people are probably more prone to it than others. As far as perceptible framerate problems, there were none whatsoever - everything felt like a smooth 60+ (probably 90, but I don't know for sure what these two titles were speced at; yes, 60+ on a stock PS4 - you people who swear up and down that it can't do it don't know what you are talking about). I think I would recommend that people who are interested try these things. Do not buy if you don't know if you are prone to motion sickness or not - but if devs keep it together like they did for these demos I don't foresee any issues for myself.
Miscellaneous impression: this tech (speaking beyond just PSVR) seems ideally suited for racing, flying, mech, and adventure games. For that latter, I mean that playing the underwater experience the first thing that came to mind was my first encounter with the wahrks in Riven, and how mind blowing such "immersive puzzle adventure" games would be with this tech. Hell, give me a PSVR Riven port with full live engine rendering instead of still frame images and I will day-one buy the system. It's perfect for this, and with the primary strength of VR being drawing you slightly more into the virtual world... I could even see that genre of game becoming revitalized through good use of this platform.
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