Just as in an airplane, one of the most important components of the PS VR is its little black box.Īs the Caped Crusader, I had the opportunity to throw Batarangs, shoot the grappling gun and break down a crime scene with the Forensic Scanner. PS VR and the Rift are semi-stationary experiences for now. When I played Job Simulator on all three systems, I noticed that details like text weren't as sharp as they were on either the Vive or the Rift.Īs far as actual room tracking, the Vive is still the only system that allows you to walk around your play space without fear of crashing into a wall or a piece of furniture. The Rift needs 5 x 11 feet, while the Vive requires 15 x 15 feet.Īlthough the PS VR can give a comparable visual performance, it doesn't stack up to either the Rift or the Vive. In terms of play-area dimensions, PS VR’s recommended measurements are 9.8 x 6.2 feet with the PS camera approximately 2 feet away. Each headset has an accelerometer and gyroscope, but the Rift features a magnetometer and 360-degree positional tracking, while the Vive relies on laser positional tracking and a front-facing camera. The headset features Sony's Sixaxis motion-sensing technology, which is comprised of a three-axis gyroscope and a three-axis accelerometer.īy comparison, both the HTC Vive and Oculus Rift offer 1920 x 1200 per eye with a 90Hz refresh rate and a 110-degree field of view. The PlayStation VR has a resolution of 1920 x 1080 pixels per eye at a refresh rate of 90Hz or 120Hz, depending on the game and an approximately 100-degree field of view. ![]() When everything was finished, I was looking at my PlayStation dashboard in my PS VR. I had to readjust everything during Batman: Arkham VR when the camera placed the start location in the center of my couch. It probably would have gone faster, but I had a bit of trouble getting the camera into the proper position. ![]() Then it was time for the software setup, which took about 7 minutes to complete. Once connected, I was ready to fire up this baby.Īfter I turned on my TV, PS4 and PS VR, the system ran a quick update for my new piece of hardware. Lastly, I slid back the right-side compartment on the processor unit to reveal the pair of connectors for the actual headset. Another HDMI wire and a USB-to-micro-USB cord are tethered between the processor unit and the console.įrom there, you connect the included camera to the PS4 and connect the power cords. Since the processor unit is running the show, the HDMI cable that normally would run between your console and the television now connects to the small black box. Once the power situation was covered, it was time to piece my virtual station together. The remote also has a 3.5mm headphone jack to plug in a pair of headphones or earbuds.ĭespite my voluminous locks, I had no problem getting a secure, comfortable fit with the PS VR. The power button is recessed into the control, while the mute button sits flush, and the pair of volume buttons jut outward. ![]() ![]() In order to operate the remote while wearing the headset, Sony has wisely created some tactile cues. The white and black remote is larger than what you'd see on a pair of headphones and has buttons for power, mute and volume. There's a white adjustment dial in the back to tighten the grip, but if it's too uncomfortable, the headband-release button quickly loosens things up.Īlong the left side of the headset is a long black cable that extends downward into the PS VR's inline remote. Pulling on the back of the strap reveals black stretchy cables that allows you to fit the device on your head. Sony placed most of the ballast in the back of this rather stylish, yet unassuming headband, which makes for a more comfortable fit. (Image credit: Jeremy Lips / Tom's Guide)Īttached to the top of the scope is a white halo made of white hard plastic lined with black textured foam.
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