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Cake day: June 6th, 2023

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  • I don’t own one, so I can’t guarantee the following: Compared to other PCVR headsets, the screen is very high quality, the tracking is easy to set up, it’s not a facebook headset, and the price is still very good compared to other non-facebook offerings.

    Eye tracking on PC would’ve allowed for “foveated rendering”, a technique where only the part you are directly looking at is rendered in high quality, with peripheral vision rendered at lower resolution. Even very powerful desktop PCs are going to struggle rendering the full resolution of the PSVR2s displays.

    Please look up reviews, and check if the headset is compatible with the games you want to play, before purchasing one.


  • Of course it would be less than on PlayStation. Game developers on PC don’t have features like headset feedback and adaptive triggers built into their games, and the standard VR protocols (afaik) do not support stuff like that.

    The main thing that’s disappointing is eye tracking being unavailable. There’s no technical reason for them to not expose that, and would’ve made the PSVR2 one of the best PCVR headsets.


  • Client side anti-cheat is inherently flawed. These games are asking an untrusted computer whether it is cheating. That’s like asking a known liar whether they’re lying at that moment. The one way to make it harder for the computer to “lie” is by increasing the permissions the AC has, which comes at the cost of privacy for people with the game, and security for every Windows user (not just the ones with a certain game installed).

    Client side anti-cheat can be poked and investigated locally, with no restrictions. All it takes a skilled enough cheater is time, and they will bypass it. The only way to test server side anti-cheat is by hopping in the game, trying to learn how it works, and trying to bypass it. That is a much more time consuming and expensive process.




  • It really depends how the release turns out. Eye tracking is often used in social VR games like VRChat, and it can help increase peformance, but that often requires setup. The other “features” are not standard or completely lacking in PC VR, like “headset feedback” or adaptive triggers. These wouldn’t be used in any games even if the hardware/software was capable of it.

    Compared to the Valve Index, the PSVR2 has a higher screen resolution, OLED, no finger tracking (different controllers), and inside-out tracking instead of base station tracking. It looks like a really good option, at a really good price (compared to other “consumer” PC VR headets like the Index). From what I can tell, you’re not really “missing” any major hardware features when using PSVR2 on a PC compared to an Index (depends on implementation, will be obvious at release). Although the lack of eye tracking when the hardware is capable is kind of a bummer.

    Wait this one out for initial reviews, but if those are good, the PSVR2 seems like a very good option for PC VR (Although only “casual”, like playing games, social vr, etc. compared to “competitive” like very high level play at Beat Saber, shooters, etc).

    Do note that this is just looking at PC VR exclusive headsets. “Standalone” headsets like the Meta Quest lineup offer similar VR hardware specs at a similar or lower cost. These come with the downside of having to “stream” from a PC rather than using raw display output (for games not natively supported on the headset). The privacy aspect of standalone headsets needs to be considered too. Most run a version of Android, which comes with just as much (or more) telemetry as an average Android smartphone.

    As for being tethered, you get used to it pretty quickly. The main problem is that the cable is being used, and will break after some time. They are often expensive to replace, like on the Index. With standalone headsets, the cable is often USB-C and a lot cheaper to replace. I don’t know how replacement cables for the PSVR2 are handled.






  • On the Steam Deck, while using SteamOS (or other Linux distros), EAC (and a few others like Battleye) run in userspace, not as kernel level.

    The intention of Anti-Cheat and DRM is to hide what they’re doing, in an attempt to prevent people from cheating or pirating. Malware often uses similar techniques to hide what it’s doing.

    Kernel level Anti-Cheat runs with the highest level of permission on your system, meaning it has access to everything happening on your PC, and all your hardware.

    That means kernel level Anti-Cheat can do whatever it wants on your computer, and it’s intentionally hard to figure out what it’s doing. Even though it’s probably not harmful, it shares a lot of similarities with actual malware, and we can’t be fully sure whether it is harmful or not. This is why a lot of people are against kernel level Anti-Cheat.

    EAC, afaik, has acted as just an anti cheat, and is therefore likely not harmful to your system. However, like other Anti-Cheats, it is harmful with the standards being set.


  • That’s, very odd. Just watched the bit about TP2 in the video, and I’m getting nowhere near that on my Steam Deck (non-oled).

    Setting everything to low, and FSR performance, it looks awful. There’s very obvious upscaling artifacting, especially during motion. Performance is playable at about 30-40 fps, except in the “starting hub” of the game, where performance can dip to 10fps at times (although no real gameplay occurs there).

    With everything being set so low, LODs are clearly visible, even on the small screen. Gaps in signs, thin walls, and stairs are visible from ~5 in game meters away.

    On the settings they show in the video, with a fresh save, I get similar numbers in the first couple minutes of the game, but FPS tanks after that. On a save further into the game, I’m getting maybe 20fps (50 when staring at the floor).

    The game is still very playable on the lowest settings, and if you’re into puzzle games like The Talos Principle, it’s still a good experience. I’m not normally one to stream my games from my PC, but The Talos Principle 2 is just a better experience with more powerful hardware.