![]() ![]() On paper, this is the system’s biggest technical limitation. Where the Rift and Vive incorporate two separate screens with a resolution of 1080 x 1200 pixels per eye, PlayStation VR has a single screen that offers 1080 x 960 pixels per eye, comparable to the second Oculus Rift development kit. That’s partly because Sony isn’t pushing for the highest specs on the market. The only major downside is that it starts slipping out of place if you look straight up or rapidly shake your head, something that becomes an issue with gaze-controlled arcade games like PlayStation VR Worlds’ "Danger Ball."Įven at nearly $500, PSVR is still cheaper than the Rift and Vive, which respectively cost $599 and $799 plus the cost of a PC. That rubber also blocks out light incredibly well, neatly closing the gaps between your face and the screen. And since the face mask is made of rubber sheets instead of foam, it’s not going to be soaking up dirt or sweat. I’d still worry about smudging makeup, but far less than with any other headset. I didn’t come out of sessions with telltale mask lines around my eyes, just a small dent at my hairline. The design also neatly solves a few of VR’s subtler problems. At 610 grams, it’s the heaviest of the VR headsets, but it feels like the lightest. But its weight is distributed much more evenly than other headsets, so it’s not constantly pushing down on your forehead and cheekbones. PSVR still asks you to clamp something around your head, and it’s certainly possible to give yourself a headache by putting it on wrong.
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