PS VR’s specs, which are predictably lower than those of the more expensive options, and no-one thinks a PS4 is as powerful as a £1000+ PC either.
In short, we’ve gone into this fully expecting a lower resolution experience, and prepared to forgive Sony for that given the price point.
Unfortunately, while PlayStation VR is brilliant at times, it also seems to have a few teething problems - and they’re ones that can’t be written off quite so easily.
But let’s start with a major
positive: as a thing to touch, behold and wear, the Sony PlayStation VR
is really rather awesome. Unlike the HTC Vive and Oculus Rift,
which are essentially black goggles with elastic straps that keep them
attached to your face, PlayStation VR is very smooth and sculpted.
To put the headset on, you hold in a button at the back of the halo to stretch it out then settle it on your noggin. Next, you push in another button on the bottom-right of the goggles to move the lenses closer to your eyes. That second bit of adjustment works on notches that are a little far apart, so the lenses can feel a bit too close or too far away at first, but this is generally something you get used to.
The rubbery shroud that extends from the edges of the goggles to stop outside light spoiling your view also takes some getting used to, but overall this is a more comfortable headset than the other two. It’s less tight and more airy around the eyes, and that means you avoid what we’ve come to refer to as ‘sweaty socket syndrome’ after a long VR session. Nor will you suffer from the red pressure lines that a Rift can leave you with.
What’s more, the blue lights around the goggles and rear band, which are used for positional tracking, make the thing look like a Tron prop - and that can only be good thing.
To put the headset on, you hold in a button at the back of the halo to stretch it out then settle it on your noggin. Next, you push in another button on the bottom-right of the goggles to move the lenses closer to your eyes. That second bit of adjustment works on notches that are a little far apart, so the lenses can feel a bit too close or too far away at first, but this is generally something you get used to.
The rubbery shroud that extends from the edges of the goggles to stop outside light spoiling your view also takes some getting used to, but overall this is a more comfortable headset than the other two. It’s less tight and more airy around the eyes, and that means you avoid what we’ve come to refer to as ‘sweaty socket syndrome’ after a long VR session. Nor will you suffer from the red pressure lines that a Rift can leave you with.
What’s more, the blue lights around the goggles and rear band, which are used for positional tracking, make the thing look like a Tron prop - and that can only be good thing.





