PlayStation 4 Remote Play Comes To PC Today

If you have a PlayStation 4, from today you can use the Remote Play feature to stream games from it to a PC. The promised support arrives with today’s system software update 3.50, and Sony have released a Remote Play application for Windows and Mac to match. It’s a bit of a niche feature, useful in far fewer situations than Remote Play on e.g. a Vita handheld, but I thought you might want to know, hypothetical PS4 owner.

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Oculus Rift Guide: Everything You Need To Know Before You Consider Buying One

The Oculus Rift is here. Not on a showfloor for a brief demonstration, but in our homes, where I’ve been able to play with it for the past week. I’ve tried official games, apps and movies, and I’ve experimented with some of the unofficial software available, and I’m ready to answer questions. Want to know how easy it to use, whether it’ll make you vom, and what the games are like? Read on.

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My Main Reservation About VR

RPS has sealed itself inside a chocolate egg for the duration of the UK’s long holiday weekend, to emerge only when the reign of Mr Hops The Doom Rabbit has run its dread course. While we slumber, enjoy these fine words previously published as part of our Supporter program. More to come.

I am a big VR believer, no question about it: I’m in for the long haul myself. But I don’t think it’s going to become anything like mainstream until it’s very, very easy, and right now it’s anything but. The possible exception to that is the PlayStation VR, which I haven’t used yet but benefits from a fixed hardware spec and lower ambitions, but in the case of the Vive and the two models of Oculus Rift I’ve used so far, the reality is a nightmare of cables and turning things on.

They make your workspace unavoidably look messy, but worse still it’s never a simple matter of sticking a headset on and getting going. There’s all this tiny stuff to be done first: turn on each controller, plugin the motion sensors, load up the SteamVR application, clear the floor…
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Vulkan API: It’s Gaming, Jim, But Not As We Know It

One API to rule them all. Wrong fantasy franchise, perhaps, but that’s the idea behind Vulkan, the snazzy open-source successor to OpenGL, alternative to Microsoft’s DirectX and something that might shake up gaming on everything from PCs to phones. But what’s an API? And why should you care? We’ll come to that. For now, if Vulkan is everything it’s cracked up to be, it’ll make games run faster and look better on your existing PC. It might make that SteamOS thing a goer, too. Anyway, version 1.0 is out, so the chattering weberati will be casually trading Vulkan references to prove their PC gaming prowess. Time to bone up. Plus I’ve just sat through a five-hour keynote stream on Vulkan from GDC 2016. So humour me. This stuff is actually quite interesting.

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What It’s Like To Play Non-VR Games In Steam VR

We already knew that Valve was planning something called Steam Desktop Theater, in which non-VR games could be used within their Vive headset (and, indeed, any other headsets which end up supporting the SteamVR APIs), but I wasn’t expecting to see it until the first giant boxes full of matte-black hardware arrived at pre-orderers’ houses.

Turns out that Valve snuck out a beta update to Steam over the weekend, part of which was an early version of Desktop Theater. In like Flynn, me. The good news: it works. The bad news: I’m now more certain than ever that the hardware needs another generation or two before it’s truly ready for the world.

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RPS Verdict: Oculus Launch Titles And Touch Controls

Pip and Adam are out in the wilds of GDC, hunting the grounds of the convention centre and the streets around for the most interesting people and games in the world today. In one dark room, in an unassuming building on a busy street, they found a crowd of virtual worlds.

This was the Oculus Rift Game Day, in which the VR devices were on display along with selected launch titles. From sport to slaughter and strategy to stealth-horror, here are our thoughts on the first wave of VR games. And our first verdict on the launch window and the all-important Touch controllers.

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HTC Vive Guide: Space, Comfort, Image Quality & More

You’ve seen and read a bunch about the Valve & HTC Vive being demonstrated on a show floor or in some cavernous conference room; you might even have been able to try it for yourself in such a space. What’s been more of an unknown is how the much-anticipated ‘room-scale VR’ hardware holds up when used in a more average-sized house, and for long periods rather than just the length of a demo. I’ve had one in my small terraced home in Brighton for just short of a week, and I have a great many things to tell you about it. Specifically, things about space, comfort, image quality, performance and cables. What that all boils down is the essential question of whether this is a device I’m going to use a lot, or just a little. Or: is the VR revolution here yet?

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