The new Sony update includes improvements in the positioning of the different devices, as confirmed by Impulse Gear to RoadToVR at the GDC, but we have only noticed some improvement with the Move.
The absolute positioning it’s something that if it doesn’t work well we realize right away, especially when we place the gamepad or our hands with Move in front of our field of vision and keep them static. If the tracking fails with a controller, then we will simply see how he shakes or makes inconsistent movements. But if it fails with the viewfinder then we will notice some small jumps that can lead us to dizziness. Everything we have just commented is what we have tested before updating the console and after installing the 4.50 from PlayStation 4 and the 2.50 from PlayStation VR. For the tests we have used the VR Worlds game, which allows you to quickly test the gamepad from the same menu and the Move with London Heist from the tutorial.
We tell you about our impressions starting with the gamepad, one of the elements that usually works the least well and in which we have not noticed an appreciable difference that allows us to say that improvement is noticeable. Instability and somewhat erratic functioning in slow movements continues, although with the Move however, we have noticed some improvement to have them in front of us, as previously took 2 or 3 seconds to stabilize leave the hands-static, and we sensed a tremor acute almost a centimeter, while now, although it is true that also to stop them tremble a little, has been greatly reduced and is stabilized before. Now, when we point to the right, at an angle close to 90º, here the tremor is the same as it happened before. In general, when having our hands in front of us, the first feeling we had after coming thinking that this had not changed because the gamepad practically remained the same, has been of “wow, here if you notice that it is better”.
To test the viewer we have used the London Heist tutorial, as with the Move, since it places us in front of a table that serves as a reference to notice if something goes wrong with the follow-up. Being in front of the camera everything works fine, but when we turn and look at a corner of the table, then the camera has to position our head with the side lights of the HMD, and this is where we notice how the table can get to dance a little in both versions. Another of the tests we have done has been to get up and stay looking to the side, simulating room scale, and again we have those small jumps. Therefore, as for the viewer, we cannot conclude that it works better either from what we have been able to test.
All that we have told you are first impressions that we have carried out with VR Worlds, but we would like to know yours. How does the gamepad, the Move and the viewer work with the new update? do you really notice improvement?