A few thoughts on PSVR

PlayStation VR was released on October 13th 2016, to a mostly positive reaction. The issues holding some people back, including me, were what seemed to be a lack of compelling games. A lot of them were interesting, but were gimmicky and the games didn’t seem to hold up on their own.
PSVR has a 5.7 OLED with 9 tracking lights on the headset itself. I’ve heard of problems with the tracking, and that the resolution isn’t the best. It definitely isn’t providing the same raw power that the Oculus and Vive are.
I was finally able to get one a few weeks ago, and I’m not trying to be hyperbolic, but I’ve been pretty blown away. I’ve had zero tracking issues, it’s fairly simplistic to set up, and it’s comfortable. Sony also seems to be putting tons of support into VR, and it continues to only get better. It’s obviously hard to describe the feeling you get when you’re in a game, but I can almost guarantee it’s better than you would even think.
I was very skeptical of VR, not so much the technology but the complicated nature of VR integrating with full fledged games. And after playing games like Astro Bot, and Tetris Effect (the latter might be my favorite game of 2018) I’m all in. If it can make Tetris feel like the most exciting and immersive experience I’ve had in a long time, it seems there is huge potential there.
It still has a ways to go. There isn’t an overwhelming amount of terrific games right now, and it’s held back a little from the PS4’s relative lack of power (compared to a PC). It has been pretty cool to feel like a kid again playing a video game, and I’m excited to see where Sony ends up with their VR. If you have the opportunity, I would recommend at least giving it a try.

About Jacob Hardesty

Jacob Vance Hardesty is the Editor-In-Chief of The Fandom Correspondents and is currently working on a book of Short Stories as well as a full length novel. He loves Comics, Movies, Music and Video Games. Really, he just loves good storytelling in any fashion it can be received.

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