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Modifications apportées à l'étape #3

Modifié par Sam Goldheart

Modification approuvée par Sam Goldheart

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[* black] Time for a brief look at the external bits before we crack the PS VR open.
[* black] Lacking the "strap it to your face" build, the PS VR has a sliding headband (not unlike the [guide|60612|Oculus CV1|stepid=126787]) with a wheel for fine tightening to ensure a snug fit.
[* black] Sony's unique hanging visor design presents an all-new solution to the problem of adjusting eye relief. Just hold the button (above the cute PlayStation button symbols) and slide the scope"scope" forward or back to change the focus.
[* black] Sony's unique hanging visor design presents an all-new solution to the problem of adjusting eye relief. Just hold the button (above the cute PlayStation button symbols) and slide the scope"scope" forward or back to change the focus.
[* icon_note] This is much simpler than the Vive's [guide|62213|complex gear train|stepid=130812|new_window=true], but not quite as painfree as pushing the Rift up or down on your face (thanks to its [guide|60612|assymetrical Fresnel lenses|stepid=126966|new_window=true]).
[* black] The PS VR lenses are actually totally conventional, no [guide|62213|Fresnel (Vive)|stepid=130846|new_window=true] or [guide|60612|hybrid-Fresnel (Rift CV1)|stepid=126752|new_window=true] lenses here.