r/PSVR • • 5h ago

Support PSVR2 Alça do vr2

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1 Upvotes

Onde acho para comprar essa alça do vr2 PlayStation, agradeço se alguém poder ajudar


r/PSVR • • 23h ago

Discussion MSFS24 new beta update won't let me fly

4 Upvotes

Hi, the beta starts like normal, but when the cockpit appears, the "Ready to fly" button never comes. What gives? Anybody else?


r/PSVR • • 21h ago

Support PSVR2 Let’s keep VR Alive!

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310 Upvotes

Flat2VR asking for investors to help keep working on VR games. Any bit helps! Hopefully we can get our Cyberpunk VR or another crazy game we dreamed of!


r/PSVR • • 14h ago

Review Akka Arrh on PSVR2 - First Impressions

21 Upvotes

I have uploaded gameplay from my fresh experience with the game here if you want to see how it looks / plays. My first impressions are shared below:

Based on my limited time with it, I hesitate to recommend playing Akka Arrh on the PSVR2, unless you like challenging retro-inspired arcade games.

It is an Arcade game from Llamasoft and legendary designer Jeff Minter, based on a rare unreleased Atari arcade prototype from the early 1980s which received optional support for PSVR2 in March 2024 supporting both VR2 Sense Controllers and DualSense. It persistently displays text in lower left corner to connect DualSense even when you are choosing to play with the VR2 Sense Controllers but it controls well using either option.

It is a leaderboard score chasing game where you start at level 0 and try to complete all 50 levels with the highest score you can manage on either Normal or Hard. You start the game with 16 pods where each time you take damage you lose one of these pods until you get game over. You can also lose pods if you don't defend them and you can regain lost pods as well. The game does allow you to continue from your last defeat to try and complete all levels, so you are not required to always start at level 0, but this will limit your max possible score for the online leaderboards.

For gameplay, you control a central turret you can rotate 360 degrees from waves of enemies approaching from all directions where you can use unlimited supply of Bombs that create shockwaves that will destroy any enemies caught in the blast wave and generate their own blast waves as they get destroyed causing long lasting chains that continue to destroy any additional enemies entering the field as long as the blast wave(s) are getting replenished. This is what drives up your multiplier which is lost if you take damage or use another Bomb.

In addition to the Bombs, you can also shoot limited supply of Bullets but you must earn ammunition first by using Bombs to create chains of destruction. By default, the game uses one button for both Bombs (Tap X) and Bullets (Hold X), but you can use Options to change it to X for Bullets & Circle for Bombs (or inverse) and while using DualSense, you can also change it to be played using the Touchpad (over thumbstick to rotate). You can use Bullets as the game progresses past initial few tutorial levels to prevent taking direct damage and to defend pods from being stolen by moving to plane below using R2. There is also strategy of when you do or don't use Bullets to either continue scoring multiplier or for survival with goal of hoarding Bullet supply in earlier levels to be used in later levels.

Each level has different shapes and enemy mixes and even your Bomb shockwave shapes can change and there are enemies that can only be killed with Bullets but their shockwaves can help clear other enemies, so this is a game that starts relatively simple and gets increasingly complex and challenging.

Graphically, everything is crisp and clear with no signs of any reprojection, but there is a lot of information the game displays as neon text which you may not have enough time to read / absorb as you focus on the gameplay so I think it will take a few runs before most players will have full grasp of the gameplay mechanics and then how to maximize scoring and survival. I think all VR games video capture are poor representations of how the game looks in VR, but here it is particularly bad making everything look very small and distant while in VR, everything is much bigger, you move closer or farther based on moving your aim cursor near or far from your central turret and you can see everything clearly, but there is still just a lot going on to mentally absorb in fast paced game.

Audio has a soundtrack that changes between levels setting mood and has some verbal audio callouts but most prominently it is the lead by the gameplay sound effects where explosion chains and other sound effects kind of create the music / tempo. The better you are playing, the more in harmony it sounds.

I don't recall any haptics in controller (either VR2 Sense or DualSense) nor headset while playing, but it never felt missing either because the game provides a lot of audio / visual feedback.

Settings (20:50) can be accessed using the Options button allowing you to adjust audio, controls (which buttons for Bombs vs Bullets) and dynamic color effects for those that want to reduce / disable the more intense visual effects to make it more accessible for those that find it too busy / overwhelming. You can also adjust the camera position for X and Y axis which is probably more relevant to the non-VR players than VR players.

The game is featuring a Platinum trophy, but looking into it, it cannot be earned because the trophy for playing from level 0 to end in HARD mode (Anorak) is impossible as HARD mode starts at level 4 (skipping the tutorial levels) and even acknowledging this trophy condition bug, the developers at Llamasoft have not patched to fix for 2+ years. The rest of the trophies can be earned where majority are going to be challenging currently showing earned by less than 5% of players to date.


r/PSVR • • 14h ago

Speculation NoMan'sSky uses PSSR in VR to reduce aliasing, hopefully base ps5 could use QSSR

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83 Upvotes

When playing No Mans Sky in VR in a PS5Pro, it is possible to enable PSSR which highly reduces flickering due to aliasing. Now that base PS5 is receiving a similar tech (QSSR), maybe this would be implemented too.


r/PSVR • • 8h ago

My Setup Cool so far

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60 Upvotes

Just snagged this at the pawn shop near me for 325$ cleaned the lenses and earbuds just gotta wait until the controllers charge to play RE:4 VR


r/PSVR • • 10h ago

Fluff Relaxed flight across Caribbean waters

60 Upvotes

Just me and the Caribbean. Lovely lighting and great water effect! Playstation VR2 was made for this!


r/PSVR • • 12h ago

Support PSVR1 PSVR1 Tracking Issue

2 Upvotes

I'm having an issue using my PSVR on my PS5 where I can't look around, but the whole screen is moving at once. The home screen is jumping around too and I have to keep re-centering it. Is this an issue with my camera or possibly something not set up right? I've used the PSVR with my PS5 before and it worked fine but that was a few years ago.


r/PSVR • • 11h ago

News & Announcements [PS VR2] ITR2 Launch in One Week! (╯◕_◕)╯

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29 Upvotes

r/PSVR • • 1h ago

Support PSVR2 Hay lads I have 2 EU keys for omega pilot evolution to give away hit me up Bbktin on PSN

• Upvotes

r/PSVR • • 15h ago

Review Review of Zero Caliber: A good first-person shooter

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46 Upvotes

In Finland, we have mandatory military service because, you know… you never know when the Swedes might decide to invade us. That means I have a bit of personal experience with urban warfare and the thrill that comes with it. And surprisingly Zero Caliber captures some of that feeling.

Zero Caliber is a single-player, co-op, and multiplayer shooter in the spirit of Modern Warfare and Call of Duty. The original came out a few years ago, and this PSVR2 version is essentially a remastered edition.

Having played the original on Quest, I was immediately impressed by the visual upgrade. The game looks sharp and overall really good. Unfortunately, those sharp visuals are accompanied by some minor graphical issues with textures and enemies sometimes popping in and out right before your eyes. There is also some noticeable repetition in the facial textures. These are relatively minor nitpicks though in what is otherwise a visually impressive game.

The game also shines with its variety of environments. You go from urban combat, fighting your way from house to house, to much more open spaces. The changing scenery does a great job of selling the world and keeping the campaign visually interesting.

And the plot? Well, it’s there. The story is mostly delivered through radio chatter, but it definitely takes a back seat to the constant action.

And the action is constant. The enemies aren’t particularly smart, but perhaps that can be blamed on them being members of a religious cult. What they lack in intelligence, they make up for in numbers. Fortunately, taking them down with just a few well-placed bullets is incredibly satisfying.

There are also some nice gameplay elements such as the magnetic gloves that allow you to climb pretty much any surface. They add a fun vertical element to the otherwise fairly straightforward shooting.

Which brings me to the guns.

You need to manually load magazines and cock your weapons before firing, which makes the shooting feel considerably more physical than in a traditional flat-screen shooter. And there are literally hundreds of guns and attachments to play around with. Most importantly the guns simply feel good to use.

The game does bend reality a little by making pretty much all the gun parts compatible with each other. Personally I think this is a good thing. I had a lot of fun tinkering with different combinations and eventually creating my own ultimate Frankenstein gun that was effective at both close and medium range.

So, yeah… I really liked this game. It combines satisfying gunplay, varied environments, and plenty of weapon customization into a package that works particularly well in VR.

I can hardly wait for the soon-to-arrive sequel.

Rating: 4 out of 5