Anyone used PSVR that can make a comparison to Rift for me?

I've been keen on getting a Rift headset for ages now, but I really wanted a demo to help me decide whether or not to sink $850aus into it. I briefly used my mates PSVR this arvo (I did the dive cage with the shark) and after a little adjustment got the clearest picture I could. I still thought it was blurry and lacked definition, I also thought the field of view was terrible and the headset was 'uncomfortable'. I could also notice the SDE which many PSVR users are saying is less noticeable than the Rift. Even though I was looking for it, the SDE wasnt terrible and I could look past it easily enough. So then I thought I'd do some research on PSVR vs Oculus when I got home, which was a mistake because now I am confused by the conflicting experiences and people tearing shreds off each other rather than discuss the topic like adults:(. Maybe some one here can help me out with some comparisons without my thread devolving into an argument :x. Cheers.
 
I have a PSVR and a Vive at home. It's not a Rift but I think it's pretty similar.

In my humble subjective opinion the image-quality of the PSVR is more clear that that one of the Vive, even as it has a lower resolution. I think the decision to use an RGB over a Penta-Matrix together with full lenses instead of fresnel lenses make here the difference. Not sure why it feels that way but it's a subjective feel. I think especially in dark-games wiht bright stuff like the HUD you can spot the difference. Especially regarding the SDE.

The PSVR is heavier than the Rift or Vive, but I think the mounting-mechanism is much better on PSVR. While the Vive moves a little bit over time the PSVR stay pretty good in place.

FOV on PSVR is with 100° a little bit lower that the rift/vive with 110°. But nothing which really bothers.

Tracking: Full loose for PSVR ;) - The tracking mechanisms of Rift is much better, and as it's full dedicated to it's mechanism also much more responsive. Actually Vive is the tracking-king with it's mashup of inside-out and outside-in tracking due to the lighthouse technology. On PSVR you can notice a slight delay in the tracking, there is no delay in the vive, and I'm pretty sure there is also no delay in the rift.

FPS: The PSVR runs here with 120 FPS filled up from 60. This works astouning good. But you can experience a little blur on the corners, as when moving the head there is no real data to fill that up and the breakoutbox has to improvise.
The Rift and Vive working on a 90FPS base, with a possible dropoff to 45FPS together with ATW/ASW/Reprojection - But I see no difference here.


Hope that helps a little bit :)

o7
- Plopsi
 
Thanks for the input Plopsi.

Does setting up process of the software headset affect the image in any way on these devices? Like setting the distance between the eyes, or prefered focus... if you even need to specify these things to begin with? Or to put it another way- do settings preference change from user to user or is it set and forget? Because I only adjusted the position of the physical headset itself.
 
I pulled the trigger on the PSVR when TrinusPSVR driver came out.

Impressions:
I've tried both the Vive and Rift and prefer the PSVR because I wear glasses. Only downside is that you can't lean back on a headrest comfortably, but its nothing completely gamebreaking. If you set it up properly, 120hz / 90hz (also works) with extended mode, in 2.3 its buttery smooth (except in RES Sites). Direct Mode is not available for the PSVR. Also, no screen door effect on the PSVR.

I run the PSVR at 90hz and locked into 90fps in ED (drops to slightly stuttery 75-80fps in RES Sites), there is some tinkering to be had and setting up to do before getting the headset to function properly @ 90fps, do it wrong and you may get 60fps on a 90/120hz screen. PM me if you need a tutorial on setting it up.

Cheers, and fly safe CMDR.
 
I've been keen on getting a Rift headset for ages now, but I really wanted a demo to help me decide whether or not to sink $850aus into it. I briefly used my mates PSVR this arvo (I did the dive cage with the shark) and after a little adjustment got the clearest picture I could. I still thought it was blurry and lacked definition, I also thought the field of view was terrible and the headset was 'uncomfortable'. I could also notice the SDE which many PSVR users are saying is less noticeable than the Rift. Even though I was looking for it, the SDE wasnt terrible and I could look past it easily enough. So then I thought I'd do some research on PSVR vs Oculus when I got home, which was a mistake because now I am confused by the conflicting experiences and people tearing shreds off each other rather than discuss the topic like adults:(. Maybe some one here can help me out with some comparisons without my thread devolving into an argument :x. Cheers.

Are you on any computing forums? Just buy a second hand one like I did, they go for about $500 now. The Oculus is technically superior, and actually properly supported by the game, so no having to mess around with hacks.

Z...
 
i have vive and psvr.

SDE - psvr is much better, the RGB panel really is a big deal for me as i really hate SDE. the vive/rift pentile subpixel layout feels like they were cutting costs. you do get used to it and can "look through" it but sometimes its just yuck. for some games i dont see it so much and dont care.

Resolution - all the current headsets are low res compared to a monitor. theres not much difference. PCs can push higher super sampling so generally that will give an impression of a higher res.

Comfort - you can get used to both. end of the day having a box on your head is always going to be a bit of a pain.

Lenses / IPD - psvr has no god rays and the slide in/out display really makes the single panel psvr easier to work with. vive does well especially with large IPD (mine is 71mm) and is clearer across the screen. this is a big deal for me as i hate feeling that my eyes are too close to the edge. both are good enough, the vive is better here with its adjustable IPD and clarity but yeah godrays are there although they have never bothered me personally.

positional tracking - rift/vive are better of course. i find psvr is good enough for me but i dont like to move around much in games as im old and fat :D

if i had gotten psvr first i wouldnt have gotten vive as having young children etc i dont really PC game anymore other than VR. dont have time and dont want to sit at a desk again in the evening so i prefer consoles.

If ED comes out for psvr i would be fairly happy to sell my vive as i cant be bothered with the PC upgrade money pit anymore and thats the point i suppose, for me psvr is good enough - your needs will be different of course.
 
The pentile screens use in the Rift and Vive weren't a shortcut or cost-cutting measure.

Pentile screens are more expensive than normal LCS screens. They are however, generally thinner, lighter and more closely replicate the way our actual eyes see (we don't have equal numbers of receptors for red, green and blue, and pentile pixel matrix arrangements mimic this natural human trait.

Tracking will be superior on either the Rift or Vive, as compared to the PSVR. Technically, Vive is superior of those, but I've found the Rift's tracking to be pretty flawless even at roomscale (3m x 3m area) with the two sensors. If you want a larger play area, Vive might be better, although Rift has also demoed very large areas too successfully. of the hand controllers, Rift is a bit better than the Vive's wands, but both are much better tracked than the PSVR controller.

Resolution is low for all VR systems because its crushing for most GPU's. Even a 1080GTX is put to task by ED (you shoud see ARK in VR, its a real slideshow!).
Many have different tolerances for motion sickness, field of view, screen-door effect, god-rays etc.

But at this time, the Rift CV1 and Vive offer the best VR experience, albeit needing a high-end PC and a deep wallet.
But then, thats what early adoption is all about - this is essentially 1st-generation consumer VR - it will get cheaper and more accessible as time goes on.
 
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I really expected the PSVR to be total crap just because VR is so demanding graphically. Top end PC's can barely handle it.

At this point the Rift only costs about the same as a high end video card. For PC gamers who buy new graphics cards every year it's not too expensive.

But ultimately, you can play much more demanding games in VR on PC with better tracking and motion controllers.
 
The reason why everyone is tearing shreds off each other on the forums over this is because it is so subjective. Only you have your own eyeballs. The best advice I could give you is to see for yourself. I don't know if there are any shops selling VR headsets, but if there are then get over to one and ask for a demonstration. The games shops in Britain were being a little cheeky in asking for money for a demo, but a small charge would be worth paying if it helps you decide.
 
If these headsets were £300 cheaper, then noone would be quite so defensive regarding their chosen hat. At the end of the day, human nature is to defend their choices when it's impossible to have everything.

The only person who I would really believe when reviewing these headsets is someone who does't own any but has used each one extensively. And doesn't have any affiliation for any particular company. And that is surprisingly difficult to find.

FWIW, I have had 3 Rifts over the last 12 months (I'm keeping this last one I got last week!). It's good, but there are currently issues with the Oculus Home software, tracking is also having issues (although I suspect this would improve with more than one sensor), and there is not a graphics card in existence that allows it to really be used to it's full potential (setting PD to 2.0, SS to 2.0 in ED is pretty damn good - unfortunately it is also unplayable.)

Even worse, is those people banging on about 4K just don't get that it's literally impossible to do right now - 90fps at 4K x2 + VR overheads? Not even a 1080Ti can manage it, and until SLI is somehow workable with VR (and is beneficial), we're just not going to get it.

Personally, I think we just need a slightly higher resolution, maybe 2K, and displays with a MUCH higher DPI - this will make a huge difference with SDE, and will allow lenses to be far more effective. There's even talk about using laserscan screens to draw images - this would be epic, but I suspect that tech is a few years away.

Bottom line, Rift/Vive/PSVR are more or less as good as each other, and it would be adviseable to simply try each one until you make a decision. You can do this on Amazon for the Rift and PSVR (buy it via Prime if possible, and you can send it back no questions asked within 30 days assuming you pack it up nice and neat!) - I did this for 2 Rifts as I thought one was faulty, and then I returned the other to opt for buying a 1080 instead :D )

Don't give up on VR. It's is absolutely going to be the next big thing, and has a much better future than say, 3DTV (which was handled really badly).
 
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