Gizmopop
Gizmopop
Gizmopop

Sony has mandated that for a game to see a release on PSVR it is required to run at a locked 1080p/60fps on the PS4...Ie all of the games/modes that use PSVR are specifically made to run on the PS4. This is why Drive Club VR has less detail/effects etc... compared to the regular version (1080p/30fps)... so it can

I’m thinking a patch needs to go out for some of the games: In addition to the slight drift issue (i’ve had some games creep to the right instead), the Robot Rescue Playroom game always has the DS4 rotating in one direction over time, inevitably I have to pause and re-align the controller. This has never been an issue

I wonder what is causing the tracking issues with the controllers? Could some other device be causing interference? 

The point to point warping seems to be the way many of the VR games are accomplishing moving around. I’ve play a few games on a friends HTC Vive, while all of the experiences pretty much take advantage of the room scale, some navigation of the environment involves a 3d space arc which designates where you want to move

The PS4 camera actually has 2 cameras in it.

You mean a persistently available demo or trial? That might help. This free to play move may eventually be just that.

Well that is what kind of happen. Weeks before it launched, there was a free beta. Around the same time (maybe a week or so later) Overwatch had it’s beta which ran through the time frame of Battleborn’s launch date. Many just waited until they could try both before making their purchase.

And now I want version of the game with 8-bit pixel art.

Yeah this definitely could be the case, the animator could’ve delivered a natural realistic animation, and the producer/director/boss could have intervened.

This example seems to be the keyframe variety (ie not using dynamics to achieve the result), which baffles me because you can literally search for walking breast bounce video or gif and find many hits (try it at home for the eventual NSFW results that will show up) and frame by frame keyframe an animation based

Wait, you assume that some aren’t using K&M now?

I suspect that it’s technically done, yet they can’t seem to move past the testing phase.

See above, realized afterwards this mountain is at the Temple :) . I tried it last night, the first time the game crashed while attempting the climb, the second time I made up quite a ways, but didn’t get to the top.

DOh! just realized this. Sorry, Carry on.

The hunter should have the easiest time especially if you have Bones of Eao, which give you an additional jump making a total of 3 with a specific subclass. The titan is up next with a strong initial upwards burst. The warlock has that awkward jump that can glide downwards if engaged too late.

“Five countries just called in a order for a code 502-c”

This was business day (ie not open to the public yet), Let’s check back again when the show floor opens to the public.

I wonder if they’ll move to the mobile versions of the 10 series GPUs some time in future, they are supposedly more energy efficient than their desktop counterparts and smaller in form factor.

I guess ‘alternative’ instead of ‘better’. I only played that game in demo/beta form (and I wasn’t good enough in that short period of time to earn a bounty on my head) so I can’t really comment on the specifics.

There have been better ideas out there, iirc Homefront put a bounty on your head when you were doing really good, it was a visible beacon that let others know where this guy was (I don’t recall if it was proximity based or what), at best a team could go and take this guy down, at worse you are feeding them more