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Sony: not every PSVR game playable with DS4; some require Move

ArtHands

Thinks buying more servers can fix a bad patch
Or they just put in an inexpensive rubber harness in the $399 PSVR package.

Once again I really don't get your side's point of view on this. What exactly do you think Sony meant when it said "All PlayStation VR titles will support DualShock 4 controllers.". Do you think they meant that every dual Move controlled game could somehow be mapped to a single DS4 controller held traditionally? As I already pointed out, Sony did a similar thing with the DualShock 3 controllers being a substitute for the Move Navigation controller.



Sony is already on record saying that using the DS4 in place of Move controllers would be an inferior solution so you aren't saying anything new. I'll admit that swinging motions might be pushing it, but I see no problems with holding a gun or picking up objects to examine them with the DS4. Job Simulator, Heist, Audioshield, and Until Dawn: Rush of Blood should work fine with the DS4, just not as well as they potentially would with the Move. All Sony is saying is that if you don't have the Move controller, you could still play those games and I see no reason why that should not be the case.

its going to severely impact and discourage these developers from having fast paced swinging gameplay segments in these games too. Some developers may also want to get their VR motion game out without DS4 compatibility, and they are perfectly find with a lesser audience. Now these developers will have to shove in DS4 compatibility (which isn't going to provide DS4-only players any decent gameplay experience), and that adds up to more resources and time as well.

Sony is doing this so they can artificially pad the number of PSVR games that can be play with a DS4.

I am sure there will be plenty of DS4 PSVR titles in the future. I dont see what's wrong with Sony pointing them toward these games if they do not have a Move.
 

Zalusithix

Member
I can swing a sword in a videogame by pressing a button. If your gameplay mechanic is based on replacing something I can do with a button by actually moving my arms, I don't consider that anything more than a gimmick and it is most certainly not something with sufficient depth that a hardcore gamer will appreciate in the long term.

The point of VR is to reduce abstractions like button presses for actions as much as possible. To duck in VR, for instance, you duck in real life. You don't press a button to duck.
That's the main point though. You as well as the rest of us honestly don't know what this will entail. Trying to automatically throw down a qualifier of "Well anyone with EYES can see that it's going to take work to blah blah" is just reactionary at this point. This is why I wish a dev would come in here and provide insight because this entire thread is Tales from the Ass: Views from the Armchair Edition.
It's only tales from the ass if you have no experience with it. Or can nobody critique control schemes in games now unless they're also a dev? Actually shit, why have people offer criticism on any aspect of a game unless they're a dev. Obviously only devs can make informed decisions! Hogwash.
 

cakefoo

Member
I can swing a sword in a videogame by pressing a button. If your gameplay mechanic is based on replacing something I can do with a button by actually moving my arms, I don't consider that anything more than a gimmick and it is most certainly not something with sufficient depth that a hardcore gamer will appreciate in the long term.
But it's not just replacing an action. You can aim your swings and thrusts at specific armor-less areas of your opponent. You can orient your sword horizontally or vertically to block strikes from all directions.

I don't subscribe to the notion that a game can only be deep if it focuses on the large scale world. It can be deep by focusing on the little things traditional gamers take for granted because they're represented by a mere button press.
 

jaypah

Member
I can swing a sword in a videogame by pressing a button. If your gameplay mechanic is based on replacing something I can do with a button by actually moving my arms, I don't consider that anything more than a gimmick and it is most certainly not something with sufficient depth that a hardcore gamer will appreciate in the long term.


Aww, I guess I'm softcore now. Ah well, had a good run!

That's the main point though. You as well as the rest of us honestly don't know what this will entail. Trying to automatically throw down a qualifier of "Well anyone with EYES can see that it's going to take work to blah blah" is just reactionary at this point. This is why I wish a dev would come in here and provide insight because this entire thread is Tales from the Ass: Views from the Armchair Edition.

Ok, so we'll wait for all the facts/games to come out before we have a discussion because this topic, for whatever reason, is different than every other topic on GAF. I mean, sure, I've played my fair share of Vive games and I have a DS4. I thought that would qualify me to question how those games are going to get shoehorned from one to the other, but apparently I'd just be pulling that Tale from my Ass.
 

ArtHands

Thinks buying more servers can fix a bad patch
From what I saw the aim controller has the Move ball at the end of it. Does that mean you mount the move controller on it to be tracked by the camera or this is a full controller on its own and does have the ball by default? If it needs the Move controller, does it come with it when you purchase it or do you have to buy it separately?

Also some other questions:
Will the PS Move full pack include the the Sony headset everyone is wearing when they demo the PS VR or do you have to get it seprately? If so, what is the model they used and how much does it cost?

Another question that intrigues me: the PS4 Camera is needed to track the PS VR lights and the PS Move ball. Imagine if you turn your view from the camera to look behind, both the PSVR lights and PS Move ball will not face the camera in that postion. How is the camera supposed to track them then?

I didn't try PS VR yet. Some who already did may answer me.

The camera wouldn't be able to track the PS Move ball if you turn behind, as your body will be occluding the sensing. It can still track the PS VR headset though.

As such, Job Simulator for PSVR will not allow you to interact with the things behind you even though you can see them.
 
The camera wouldn't be able to track the PS Move ball if you turn behind, as your body will be occluding the sensing. It can still track the PS VR headset though.

As such, Job Simulator for PSVR will not allow you to interact with the things behind you even though you can see them.

That is what I expected sadly. I wish PS VR could do full 360 degrees rotation and interactions for total immersion.
 

Rainer70

Member
The camera wouldn't be able to track the PS Move ball if you turn behind, as your body will be occluding the sensing. It can still track the PS VR headset though.

As such, Job Simulator for PSVR will not allow you to interact with the things behind you even though you can see them.

Why couldn't you just abduct your arms a bit so your body isn't covering the ball? The PS4 camera FOV is pretty wide.

Edit: I guess actions that require your arms close to your body? Is there no way to remedy this with arm abduction?
 

jaypah

Member
Why couldn't you just abduct your arms a bit so your body isn't covering the ball? The PS4 camera FOV is pretty wide.

Edit: I guess actions that require your arms close to your body? Is there no way to remedy this with arm abduction?

If you turn around one of the controllers will be hidden by your body for a bit. After that if you kept your hands from blocking that camera at your back you would be able to make some interactions (one handed, and only at your sides) but you'd then have to turn back around and it seems like it may be a hassle. Telling people to carefully do things as to not break the cone of sight wouldn't be much fun for gamers and even less fun for devs.
 

cheezcake

Member
Why couldn't you just abduct your arms a bit so your body isn't covering the ball? The PS4 camera FOV is pretty wide.

Edit: I guess actions that require your arms close to your body? Is there no way to remedy this with arm abduction?

I think anytime you have to ask someone not to do something completely natural in VR you've already failed.
 

ArtHands

Thinks buying more servers can fix a bad patch
Why couldn't you just abduct your arms a bit so your body isn't covering the ball? The PS4 camera FOV is pretty wide.

Edit: I guess actions that require your arms close to your body? Is there no way to remedy this with arm abduction?

I guess if that's the case, you'll be shuffling in between, which will result in a frustrating gameplay experience to the user. That's why they decided to remove back-interactivity on the PSVR/Rift version.

The only way around at the moment will be if there's an addition camera at the back. You can read more about it here

https://m.reddit.com/r/Vive/comment...mscale/?utm_source=mweb_redirect&compact=true
 

Durante

Member
So along with a comfort level you also have a 'Works Best With Move' line on the store page and on the packaging if it's a retail title.
How is that, while forcing developers to implement half-baked control methods, a better idea than simply having a "Requires Move" tag?

What I don't get is that Sony even allowed "Move Required" traditional screen games, and now when it's far more crucial in VR they don't? It just doesn't make sense.
 

Daft Punk

Banned
It's only tales from the ass if you have no experience with it. Or can nobody critique control schemes in games now unless they're also a dev? Actually shit, why have people offer criticism on any aspect of a game unless they're a dev. Obviously only devs can make informed decisions! Hogwash.

Ok, so we'll wait for all the facts/games to come out before we have a discussion because this topic, for whatever reason, is different than every other topic on GAF. I mean, sure, I've played my fair share of Vive games and I have a DS4. I thought that would qualify me to question how those games are going to get shoehorned from one to the other, but apparently I'd just be pulling that Tale from my Ass.

Lol should have known people would get their panties in a bunch and take my comment out of context. Nowhere did I say that neither of you can't discuss it. What I said was it would be helpful to have a dev that has gotten direct info from this mandate to give their view on how hard this actually would be. Leave it to people with no reading comprehension to somehow misconstrue that. In any case, this thread is a dumpster fire full of FUD. I'm out!
 

Pif

Banned
How is that, while forcing developers to implement half-baked control methods, a better idea than simply having a "Requires Move" tag?

What I don't get is that Sony even allowed "Move Required" traditional screen games, and now when it's far more crucial in VR they don't? It just doesn't make sense.

PSVR titles are only available through a paywall of 400 bucks minimum, for existing PS4 owners. Making titles available only behind a dual paywall with even more 80 bucks for a new pair of move controllers and you have a marketing and finance nightmare for Sony.

Add to that another paywall for people whom don't own a PS4.

Oh, and don't forget PS Camera.
 

Durante

Member
PSVR titles are only available through a paywall of 400 bucks minimum, for existing PS4 owners. Making titles available only behind a dual paywall with even more 80 bucks for a new pair of move controllers and you have a marketing and finance nightmare for Sony.

Add to that another paywall for people whom don't own a PS4.

Oh, and don't forget PS Camera.
I don't buy the argument that an incremental outlay of $80 on top of, what, ~$800 (?) in order to play a subset of games which focus heavily on two tracked inputs is such a massive deal.

I mean, a common theme in this thread by people who approve of this decision seems to be that "developers can just implement really shitty DS4 controls". Who is served by that?
 
PSVR titles are only available through a paywall of 400 bucks minimum, for existing PS4 owners. Making titles available only behind a dual paywall with even more 80 bucks for a new pair of move controllers and you have a marketing and finance nightmare for Sony.

Add to that another paywall for people whom don't own a PS4.

Oh, and don't forget PS Camera.

The minimum current buy in for PSVR is ~$800 (PS4+HMD+Camera). The minimum buy in with the move controllers is ~$850 with the PSVR bundle (Move controllers also go separately for around $25-30). If you're already dropping $800 on something, shouldn't you be more concerned you're getting the best experience, rather than the cheapest one?
 

Jimrpg

Member
PSVR sounds less enticing every day. Touch controllers are pretty integral to the VR experience from bascially everybody who has tried the Vive and Oculus.

Not only that but, the PS4 graphics hardware is basically a 750Ti, low end PC, so they're either going to have PS3 quality games or they have to really work some sort of magic to make them look half decent.

At least they have some big name games like Batman and Resident Evil to draw people in and of course the price is appealing, but im wondering whether Sony have compromised too much. Making everyone motion sick by playing with a dual shock in VR is not such a great idea.

Some of the documentaries and behind the scenes things I've watched of PSVR also concern me, the fact that it was something they experimented from the Playstation Eye technology. That just seems like they took existing parts and put them together to make it work, rather than starting fresh and making the best VR solution possible.
 
I think i'm going to cancel my PSVR amazon preorder. This along with reports that the move controllers just aren't great with VR, make me think I can wait and see with this one. Already have 2 VR systems.
 

Joystick

Member
The only way around at the moment will be if there's an addition camera at the back.

You can continue to track an occluded controller for short periods using the accel and gyro sensors before the tracking becomes too inaccurate to be practical, like the oculus dk1 and the dk2 hmd when you turn around. There would be a minor re-position when it comes back into view but as long as the interval is reasonably short it should be fine.
 

Jimrpg

Member
I think i'm going to cancel my PSVR amazon preorder. This along with reports that the move controllers just aren't great with VR, make me think I can wait and see with this one. Already have 2 VR systems.

The one good thing with PSVR is that it will at least have some exclusives that might not appear on Vive or Oculus.

You could always sell the Oculus - I thought you could use Revive and play Oculus titles on your Vive headset?
 
I think i'm going to cancel my PSVR amazon preorder. This along with reports that the move controllers just aren't great with VR, make me think I can wait and see with this one. Already have 2 VR systems.

Sweet, we should be getting another pre-order allocation soon with all these cancelled pre-orders neogaffers always do. /s
 

ArtHands

Thinks buying more servers can fix a bad patch
PSVR sounds less enticing every day. Touch controllers are pretty integral to the VR experience from bascially everybody who has tried the Vive and Oculus.

Not only that but, the PS4 graphics hardware is basically a 750Ti, low end PC, so they're either going to have PS3 quality games or they have to really work some sort of magic to make them look half decent.

At least they have some big name games like Batman and Resident Evil to draw people in and of course the price is appealing, but im wondering whether Sony have compromised too much. Making everyone motion sick by playing with a dual shock in VR is not such a great idea.

Some of the documentaries and behind the scenes things I've watched of PSVR also concern me, the fact that it was something they experimented from the Playstation Eye technology. That just seems like they took existing parts and put them together to make it work, rather than starting fresh and making the best VR solution possible.

I am actually worried about Batman and RE7. Words around is that Batman Arkham VR is a hour to two experience, while RE7 makes people giddy in VR.
 

DieH@rd

Banned
Since DS4s are trackable [not perfectly, but its good enough for many situations], at least Sony's setup will be much more immersive than what Occulus is offering.
 

Planet

Member
I am actually worried about Batman and RE7. Words around is that Batman Arkham VR is a hour to two experience, while RE7 makes people giddy in VR.
As to Batman: so what? If the price is right, this will probably be two really amazing hours.

And RE7 isn't finished yet. It made people sick in VR because it didn't adhere to basic best practices. There is still more than half a year to do this, and they have heard the message AFAIK.
 
Found this: http://blog.us.playstation.com/2016/03/15/playstation-vr-worlds-combines-five-vr-experiences-into-one-game/

The London Heist puts you straight into a gritty gangland thriller where you get to unleash your inner gangster. The London Heist is best controlled by dual PS Move controllers but you can also play with a DualShock 4 instead with intuitive controls that make it surprisingly easy to pick up and play. You will feel highly immersed as you undertake an audacious robbery and then try to make your escape.

If they can make a game that require 2 tracked hands (move controllers) work on a DS4 controller, what makes you think other devs can't?

Case closed. Night guys.
 

DavidDesu

Member
The DS4 is a trackable motion controller just like the Move so while it isn't ergonomically great it can still be used exactly the same as a Move, so I'm not sure what the big brouhaha is all about. It really is a far better proposition than what Oculus was willing to launch with. Moves are cheap and I'm sure people will buy them if they feel the experience works better with them.
 

Boss Man

Member
Not everyone wants to play a VR game waving their arms around. Sony is right by giving consumers the choice. If you want to use motion controls, go ahead. However, if you get tired, you can still play with a DS4. Not seeing a problem.
The problem is that a game designed with the requirement of DS4 support will always have its hands tied compared to a VR game that doesn't have to worry about it. Without the DS4 support requirement, a VR game is allowed to be a better VR game. With the requirement, you'll have access to a bunch of budget-looking titles targeted towards VR with your DS4. It's not worth the trade-off IMO.
 

Zalusithix

Member
Lol should have known people would get their panties in a bunch and take my comment out of context. Nowhere did I say that neither of you can't discuss it. What I said was it would be helpful to have a dev that has gotten direct info from this mandate to give their view on how hard this actually would be. Leave it to people with no reading comprehension to somehow misconstrue that. In any case, this thread is a dumpster fire full of FUD. I'm out!
Out of context? You quite literally said nobody knows anything and the entire thread was nothing more than baseless conjecture, and that only a dev's input would be valuable. To act like you weren't being dismissive of what other people were saying is disingenuous at best.
 

LordRaptor

Member
The DS4 is a trackable motion controller just like the Move so while it isn't ergonomically great it can still be used exactly the same as a Move, so I'm not sure what the big brouhaha is all about. It really is a far better proposition than what Oculus was willing to launch with. Moves are cheap and I'm sure people will buy them if they feel the experience works better with them.

Look at the light on a Move.
Think of how much movement and rotation can be tracked by a camera on your TV.

Look at the light on a DS4.
Think of how much movement and rotation can be tracked by a camera on your TV.

Can you see the difference yet?
 

pj

Banned
Anybody here try Battlezone and walk away impressed by the DS4 tracking in it?

It was pretty terrible for me. I didn't look at the controller much since I've been playing on a DS for 20 years at this point and know where the buttons are, but when I did look it was constantly losing tracking and jumping around to catch up.

Found this: http://blog.us.playstation.com/2016/03/15/playstation-vr-worlds-combines-five-vr-experiences-into-one-game/



If they can make a game that require 2 tracked hands (move controllers) work on a DS4 controller, what makes you think other devs can't?

Case closed. Night guys.


The heist is an on rails FPS, so "shoot where you look" is an easy way to make DS4 work. Most PSVR games hopefully will not be that simplistic.
 

Synth

Member
Preach. People act as if Sony's engineers didn't take this into any kind of account when they were making the damn thing.

I don't see why it'd be at all shocking for them to not have taken this into account when making the damn thing actually. This is quite likely a decision made after the device was designed and created, and likely not one made by the engineers.

Furthermore, it's not as though Sony's engineers would have some omniscient ability to predict all the experiences developers would be attempting to create for their device.

To do the things you are suggesting would be bad design even for the Move controllers. Games on PSVR will simply be designed to not have you turn 180 degrees or aim straight up. Here it is straight from the horse's mouth. The developers of Job Simulator are talking about the design constraints when dealing with tracking setups that can't handle 360 degree motion control tracking.

https://youtu.be/U8mku0JvuLI?t=12m37s

There is a pretty big difference between the limitations imposed by not being able to track a device for the full 360 degrees, and being only able to reliably track a device that facing primarily forwards. If you take one of the very first Move experiences to ever exist, Sports Champions, every single game in it is technically a 180 degree experience (with less than that represented on screen)... however pretty much every game in it would also suffer from the effects of a forward facing tracker.

Simply holding your sword at rest in the Gladiator Duel game would prevent the PS camera from seeing it.
Bocce would keep the light out view for the majority of play.
Table Tennis would keep the light out of view for essentially the entirety of play.
Same would apply to Beach Volleyball.
Same again for Disc Golf, where you'd have to really overextend the arc of your swing to bring the light back into view.

Archery is pretty much the only game in the set that could reliably be replicated, as you'd simple use the light as a pointer, similar to how you would with a single Move controller.

Now sure, you can sit here saying that developers shouldn't be designing their games in such a way... but that's imposing FAR more limitation on the experiences than a simple lack of 360 tracking does.
 

Durante

Member
Now sure, you can sit here saying that developers shouldn't be designing their games in such a way... but that's imposing FAR more limitation on the experiences than a simple lack of 360 tracking does.
Exactly. Lack of 360° tracking makes some game ideas harder to realize, and a subset of those impossible, but there is still a wealth of experiences which depend on tracking that can be well realized on a forward-facing setup.

Imposing additional restrictions on the development of those just because you suddenly don't want to put a "move only" label on a game (even though you had no problem with that in the past!) makes no sense at all.
 

Pif

Banned
The minimum current buy in for PSVR is ~$800 (PS4+HMD+Camera). The minimum buy in with the move controllers is ~$850 with the PSVR bundle (Move controllers also go separately for around $25-30). If you're already dropping $800 on something, shouldn't you be more concerned you're getting the best experience, rather than the cheapest one?


Buying a myriad of things separately doesn't appeal the market.

People will drop quicker 1000 bucks on one single piece of hardware, than 850 split between 5 or 6.

It's what they call psychology.

Everyone needs to look at this from a marketing and strategic development/support for psvr as a platform. Not a gameplay first approach.
 

Zalusithix

Member
[/b]

Buying a myriad of things separately doesn't appeal the market.

People will drop quicker 1000 bucks on one single piece of hardware, than 850 split between 5 or 6.

It's what they call psychology.

Everyone needs to look at this from a marketing and strategic development/support for psvr as a platform. Not a gameplay first approach.

Depends on the person really. Some people can't be assed to research anything and want everything in one lump package no matter the premium. Others will expend a lot of effort to get the best deal on things, even if the ultimate savings are slim.

Regardless, I find it somewhat amusing to not take a gameplay first outlook for a gaming device. Trying to take a strategic platform approach without regards to gaming on a gaming console nets you something like the initial failure of the Xbox One marketing approach.
 

Kyolux

Member
[/b]

Buying a myriad of things separately doesn't appeal the market.

People will drop quicker 1000 bucks on one single piece of hardware, than 850 split between 5 or 6.

It's what they call psychology.

Everyone needs to look at this from a marketing and strategic development/support for psvr as a platform. Not a gameplay first approach.

And that option of everything in a single box exist. So where's the actual problem?

Depends on the person really. Some people can't be assed to research anything and want everything in one lump package no matter the premium. Others will expend a lot of effort to get the best deal on things, even if the ultimate savings are slim.

Regardless, I find it somewhat amusing to not take a gameplay first outlook for a gaming device. Trying to take a strategic platform approach without regards to gaming on a gaming console nets you something like the initial failure of the Xbox One marketing approach.

Yeah, it's really short sighted to offer crappy DS4 experience just to fill a void that won't actually be there given that most games will support the DS4 because it'll make sense there.

There's no actual harm in letting a small percentage of games not support the DS4 in hopes of not tarnishing gameplay when that makes the most sense. And this is what we're arguing for in the end, leaving that option for the devs, not so that they can be lazy, but so that they can fulfill their vision and not be hindered by technical and financial difficulties to include a DS4 mode. Anyone expecting it to be simple/effortless/cost-less to "port" gameplay to the DS4 are simply wrong.

And let's be honest.. most of the people for this mandate in here won't even buy those games negatively impacted the DS4 adaptation when they'll have games that actually make sense to play with the DS4.
 

jaypah

Member
The one good thing with PSVR is that it will at least have some exclusives that might not appear on Vive or Oculus.

You could always sell the Oculus - I thought you could use Revive and play Oculus titles on your Vive headset?

Exclusives (and general tech curiosity of compairing it to other headsets) is the only reason I'm buying it. I think they'll embrace same-room multiplayer so it should be fun for parties.
 
[/b]

Buying a myriad of things separately doesn't appeal the market.

People will drop quicker 1000 bucks on one single piece of hardware, than 850 split between 5 or 6.

It's what they call psychology.

Everyone needs to look at this from a marketing and strategic development/support for psvr as a platform. Not a gameplay first approach.

Which is why the bundle makes so much more sense. If the HMDs weren't so supply constrained I'd imagine they would have full complete packages including the PS4 and everything else for a single price at release. Sure, for the few crazy people who bought the PS Camera for something other than Live cam streaming their vaping or sexytime antics, buying the HMD by itself is a better deal.

But for most PS4 owners, the bundle is a way better value. And it's only 1 single purchase, which as you said, is easier for people to swallow. Which should mean the bulk of the PSVR owners will also have Moves, making it crazy that developers are barred from supporting that control method exclusively.
 

cakefoo

Member
Just curious: Why would anyone who opts NOT to pay the measly $40-50 for Moves be interested in using the vastly inferior DS4 as a motion controller? It seems pointless to enforce DS4 compatibility as a motion controller if those people don't like motion controls, and also pointless to make 1:1 hand tracking games work with just sticks and buttons, losing a good chunk of the intuitiveness, therefore not being worth full price to DS4 users.
 

Kyolux

Member
Just curious: Why would anyone who opts NOT to pay the measly $40-50 for Moves be interested in using the vastly inferior DS4 as a motion controller? It seems pointless to enforce DS4 compatibility as a motion controller if those people don't like motion controls, and also pointless to make 1:1 hand tracking games work with just sticks and buttons, losing a good chunk of the intuitiveness, therefore not being worth full price to DS4 users.

No idea!

It seems they rather waste $40-50 on a 3/10 experience than put that same amount on 2 Move controllers, future-proofing future experiences as being more than that 3/10 experience.
 

Durante

Member
Everyone needs to look at this from a marketing and strategic development/support for psvr as a platform. Not a gameplay first approach.
That seems to be the reasoning for it, I just don't feel it's a good reason.

Really, even trying to look at it from a marketing perspective rather than a gamer/VR enthusiast one, I just can't conceive that there are any significant number of people who are, on the one hand, willing to give something new, exotic, and relative expensive like PSVR a try, but who would on the other hand get frustrated or annoyed at some subset of games requiring Move controls (of course, with that clearly specified on the packaging).
 

ArtHands

Thinks buying more servers can fix a bad patch
Its like saying all PSVR games should be playable without a PSVR headset, for those who doesn't want a PSVR headset or people who gets sick easily when using VR.

You have to be a fanboy to defend this. Even not all Move games are compatible with DS4.
 
Has anyone posted this yet?

It seems developers aren't actually required to feature DS4 controls in their games. This is according to the devs of Job Simulator.

http://www.theverge.com/2016/7/14/1...n-vr-games-will-support-dualshock-controllers

Update 8:55AM ET: Alex Schwartz of Owlchemy Labs, the studio behind Job Simulator, has cast some doubt on the idea that Sony is going all-gamepad for PlayStation VR. "Job Simulator requires two Move controllers to play on PSVR. Job Simulator is one of Sony's top demos on PSVR and they show our title everywhere," he told The Verge. "We are confident that Job Simulator will be one of the top launch titles for PSVR."
 
Has anyone posted this yet?

This reflects better your post in your link:


Update 1:30PM ET: Sony has issued a modified version of a statement it made earlier this week, saying that all PlayStation VR games would support its PlayStation 4 gamepad. Its new statement is below:
"Nearly all PlayStation VR titles will support DualShock 4 controllers, and several games will deliver an enhanced experience that further immerses gamers with the use of peripherals such as Move or the recently announced Aim controller. There will be a limited number of titles that require Move controllers."


Thread can be closed now, life goes on.
 

Durante

Member
Great!

Now can everyone who argued that every game should have to support DS4 in this thread admit that it was a really dumb idea?
 
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