Tag Archives: PlayStation VR

Why Valve Needs a “Vive 2” to Re-Spark VR Developers’ Innovation

***[UPDATE: VIVE PRO ANNOUNCED, 2K PER EYE] HTC VIVE PRO LEAKED FOLLOWING VIVE 2 SPECULATIONS AND DEMAND

VR gaming is here to stay, and evolve. However, that evolution may be moving at too fast of a rate for companies to keep up. The mainstream adoption of VR itself has been a great blessing for developers and backers of the technology this generation. Some major flaws in the first round of VR still haven’t been addressed though, and that process is painfully slow – possibly meaning VR progress will be a lot slower than we all thought.

While at times disappointing it’s still a great thing that VR has “arrived” so to speak, and now has a foundation from which to grow. What would be great to see next is for a company to release a proper package with all of the new technology advancements that have been made since the first round of hardware releases hit. Microsoft simply investing in enabling third parties to make their own headsets is interesting, but not quite the convincing brand gamers need to trust VR is headed in the right direction and invest.

Currently there are too many add-ons and not enough software on the market to justify if they’ll actually be adopted or not in a meaningful gameplay experience. We need something like an HTC Vive 2 package with support for walking in virtual reality. This could easily be done using mostly just the same parts as the existing Vive if need be – but they need to let players walk around in open worlds using the Vive Trackers which could be temporarily marketed as foot trackers or leg trackers even though they can be used for more than one purpose in-game.

Teleporting as a movement function makes players sick after a couple of hours. Thumbsticks are not ideal either. I’ve still been enjoying lots of VR games though which are built around these problems. Racing wheels and cockpit flight stick games are also great in VR. I like virtual board games too, it’s very fun and they let you play with non-vr people as well.

Millions of VR gaming headsets have been sold now between Vive and the PS4’s new Sony PlayStation VR (PSVR for short). Vive has essentially smoked Oculus, and Valve is behind it – they just didn’t want to own the fault if it failed, so they let HTC also keep their name on it. Valve and Carmack and Oculus shared all VR information until the Facebook merger with Oculus. That’s why Vive is better. Facebook is a typical corporation, but Vive and Steam VR are the embodiment of dev legends discussions manifested.

That same strength is a weakness though, because then again it’s Valve. They suck at support, and produce no content.They are lazy as hell and so slow and perfectionist too. The foot trackers already exist as an add-on but most players have no clue that one would even be needed for ideal VR experiences. If they get motion sick, they won’t even know why and just give up on VR entirely most likely.

These add-on trackers can be used for anything the developer chooses, which is actually the right approach most likely but we need way more games that are currently not done yet to release and show the industry the way they can be used. With so many VR headsets selling on the high-end, big companies are coming in late to the game and developing multi-year projects that we won’t see for a while. It’s coming though. The problem is, we still don’t know if these developers know or care about the movement problems discussed here.

To force a user to buy expensive trackers and/or dramatically ruin the game by designing it so predominantly around teleportation or crappy thumb-stick movements when it really needs to be leg gestures for walking like bending your knee slightly as if to step so you can traverse big maps in open worlds. Or, to track your feet, put you on a treadmill if you have even more money. But that’s not all marketed and supported by games yet, isn’t perfected, and even though it works at a high level players don’t know about it.

Vive looks good, it’s trippy, and it’s fun. The games that do exist are pretty interesting, all they need is to say “Here’s a Vive 2, Here’s PSVR 2 when PS5 comes, or PS4 Ultra rather” – since the PS4 Pro doesn’t do Ultra settings textures like my PC still. SO that’s the next logical step I think for them. PS4 Pro is good, I love it, but it’s got that console blur mask going on and less detail. Exclusive games are the ones that really make the difference, even with less spec due to more money and care being spent. That’s why gamers love Sony, they hire talent.

PSVR 2 to up the quality and get foot trackers involved, get rid of the Move and PS4 Camera for better controllers and tracking units, require the PS4 Ultra console if necessary for the extra high resolution and tracking accuracy. This is a likely course of action for Sony – but will be a way harder road. They need a Vive 2 to first show them the right direction.

Complete backwards compatibility and catering to the existing Vive and PSVR userbase in ways that make them feel appreciated would be absolutely crucial to avoid souring the market and ruining the momentum of sales of course.

It would still only be a small step up from what we already have now, but with a more uniform understanding for the consumer and developers of VR games that players need to virtually explore and stop f****ing teleporting! Of course, slightly better resolutions and whatever latest controllers they want to shove at us are acceptable evils to bring this progress forward. The headset can upgrade a lot but I think they’ve finally reached a place where it’s going to stay on the market and evolve, and that’s exciting.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20171229 and was last modified on 20180109 .

40 Million PS4’s Sold Vs 18 Million Xbox ONE’s as Sony Prepares PlayStation NEO w/ PSVR

Unreal Engine 4 PlayStation NEO

Sony has announced that 40 million units have been since the PlayStation 4’s release November 15, 2013. Compare that to the latest numbers seeing Microsoft’s Xbox ONE at just 18 million units sold since its release just a week later on November 22, 2013 and we can see that while the lead PS4 had over Xbox ONE may have began as nearly triple the sales, two and a half years later there’s still about a 2:1 gap in PlayStation ownership over Xbox this generation.

What many people don’t know about mega corporations like Sony and Microsoft is that although they can take in millions, even billions of dollars in revenue annually, they don’t always break even nevermind make a profit. Sony has been a leader in financial loss for a number of big reports over the last year and PS4 is one of their major strengths keeping the company alive. This week new financial reports came forward announcing Sony is back within profitable range and attributes much of this turn-around to the continued sales of PlayStation 4 consoles and PS4 software (i.e. AAA Games, DLC / Micro-Transactions, PSN Movie Rentals / Purchases).

With PlayStation NEO on the edge of being confirmed with a full-out reveal from Sony it is worth noting that console sales are slowing down. Since console sales and game sales are one of the only things keeping Sony from an eventual bankruptcy, it makes sense that in addition to tons being spent on future R&D (gambling big on being a part of the future) Sony is also spending heavily on bringing Virtual Reality and a slightly more powerful PlayStation 4 to the market to keep innovation going forward in the mainstream console gaming industry.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20160429 and was last modified on 20160429 .

Rumor: Next Resident Evil to Support PlayStation Virtual Reality Headset #PSVR #PlayStationVR

resident-evil-6-screenshot-7

Update: This rumor came true! Capcom announced at E3 2016 that Resident Evil 7: Biohazard will be Virtual Reality enabled on PlayStation 4 and launches January 28, 2017. The game will be playable with or without VR and a demo is already available on the PlayStation Store.

See video footage below of the demo in action:

With recent hardships quelling and productivity returning at the house of Capcom, gamers are about to get hit with a dose of Biohazard. Umbrella Corps for Windows PC and Sony PlayStation 4, the RE: Outbreak reminiscent multiplayer cousin of the survival horror experience we all know stateside as Resident Evil is releasing mid-June. This release is perhaps tolerated at best, feared by many and unexpected by some. While fans of the modern RE titles and those gamers with an open mind to experimentation will likely find some hours of fun in the title, the question we all want to know is: Where’s Resident Evil 7?

A source asking to remain anonymous once told RGN, “-wait until you see what they’ve been working on, you’ll see they’ve been busy,” in regards to a full entry in the Resident Evil series that can match the elements of what make the series great again in a modern age epic masterpiece which all RE fans feel has potential.

PlayStation-VR-Worlds-6

Image Credit: Sony London – PSVR Worlds 

Imagine seeing first-hand the world of Resident Evil with full immersion.

This source has been valid for many years disseminating information where fit and gave advance notice of the PS4K verified with worldwide leaks that have hit these past weeks. The following information has been provided over a long term span of time and may be subject to change as the project moved forward.

What we can expect from Resident Evil 7’s design aspects, and technical features:

  • Explore, aim, shoot
  • Less of a run and gun, more cinematic
  • Teach players a new format for how to enjoy horror and stealth shooter genres in VR
  • Marriage of Survival Horror and Stealth
  • True to the roots of Resident Evil series
  • Immersion as a first priority, Action still remains but is better balanced
  • PlayStation VR Headset support for virtual reality immersion
  • NEO (aka PS4K) settings support for higher resolutions of gameplay.

Umbrella Corps is set in 2015 after the events of Resident Evil 6 (perhaps the most hated game in the whole series) and provides a competitive multiplayer angle to the series. These side-content online experiences such as Mercenaries from RE4 and RE5 have always been a big hit. RE: Outbreak was respected in its own right as a standalone spin-off that only worked with a modem in the back of your PlayStation 2. The epic struggle for numbered franchise entries has always been to balance the classic survival horror feel with the shooter action pacing introduced in RE4. That isn’t required of Umbrella Corps, but it is of RE7, hence a lot of the anxiety in the Resident Evil fan-base over which development path the game is taking.

In comes PlayStation VR, capable of bringing virtual reality to the 30 million+ PlayStation 4 owners [s] and PlayStation NEO (also known as PS4.5 or PS4K) which was recently leaked after heavy rumors began to circulate as a rendition of PlayStation 4 capable of higher VR and HDTV settings including games at 1080P / 60fps and higher with upscaling to 4KTV sets. Although native graphics of the NEO setting on PS4 games from its release onwards will still be higher than PS4, they will likely not reach 4K on graphic-intensive experiences like Uncharted 4. The great news with that is PS4 games still work on both a NEO and PS4 the same way, the game would just have two different settings. to switch between.

PlayStation VR Headset PS4K NEO

All of this new technology is right on time to make the biggest difference in the world for some of our stale franchises too scared to change without time left to stay the same and tread water. Resident Evil is certainly one of those franchises. And so it should be as of no surprise that Capcom could be working to get things right with RE7 for the series, what their fans want in a true RE game, and the future of the video games experience.

This rumor comes at a time when titles like Madden VR are being discussed (Shouts Out EA Sports and HipHopGamer Inc., and Ubiquity Inc.) and true adoption of the PSVR seems destined. Capcom is already onboard with VR technology and has experimented with Resident Evil in many genres; Resident Evil: Dead Aim is a little known gem in the series (if you had the GunCon 2 pistol controller with thumbstick) which could be a pre-amble on what these design specs mean for Resident Evil 7. Recently Sony announced there were more pre-orders than expected and had to double production output to meet the newly visible demand for PSVR units.

Umbrella Corporation - Resident Evil 7 PlayStation VR PS4

Earlier rumors some years ago conflict with this news saying that Microsoft had attempted to approach Capcom with a deal for RE7 similar to the Dead Rising 3 contract agreement. With so much time being passed, and RE7 being a flagship entry in the series – it would appear this never materialized making this rumor all the more likely that RE7 will support PS4K and the PlayStation 4 VR headset whenever it is eventually revealed and heads toward launch. The wait could still be years.

RGN has reached out to Capcom representatives and will update this story when / if this rumor is confirmed or denied.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Mitch Walters on 20160427 and was last modified on 20160716 .