The best way I can describe the visual experience is, if I got a set of binoculars, duct-taped them to a helmet, and then faced a CRT screen while it was trying to display an HD game. Also if you move the binoculars even slightly, they look like someone smeared vasoline on the lenses.
It’s just as disconcerting and uncomfortable as that description sounds.
This may be because VR just in general sucks? I have only ever used one other headset for a few minutes, and it also sucked.
I have *no idea* if what I’m seeing is typical, but I can see sharply IF and ONLY IF I move the headset to a VERY specific spot, from which it cannot move a single millimeter, or everything turns to shit again. Even then, I can only see sharply for a small area right in the center.
The definition seems to be bad in general, even if I solve the blur issue. Anything outside of the very center shows significant smearing and chromatic aberration (color fringes), no matter what I do.
The controllers are confusing, but I could probably cope with that. When sitting, the play area seems bizarrely small because it’s easy to break out of it just by extending my arm.
Tracking of my hand position seems to be busted, so it constantly looks like my virtual fingers are twitching themselves straight and bent constantly.
If Sony were serious about getting people into PSVR2, they might do a couple of things. First, they might show *some* way to know if your experience is visually “correct” or not (e.g., “can you see this shape without blurs?”). It would also be nice to get some reasonable idea of what to expect, because apparently VR just kinda sucks ass in general.
As it is, I’m just left wondering. How should this look? Is there any way to calibrate it or tune it? Does it matter? Am I doing this right? Because it looks and feels like complete ass.