Skyrim VR is getting good reviews and is no doubt attracting a fresh crowd to PlayStation VR. What does this all mean for Windows Mixed Reality?
Skyrim VR was released for PlayStation VR (PSVR) mid-November 2017, and despite a lot of memes](https://twitter.com/WCGamingTweets/status/934137593641410560) to do with Bethesda wringing every last drop of potential out of their hit role-playing game (RPG), Skyrim VR seems to be receiving favorable reviews mostly across the board.
I was lucky enough to spend hours inside Skyrim VR over the last week or so, and have had an enjoyable time. There’s no new content as far as the story goes, it’s not nearly as polished as many VR experiences we’ve seen, but the world realized in immersive 3D VR really is something special, especially at this enormous scale.
I’ve come to the conclusion that the Skyrim VR experience only bodes well for the future of the virtual platform as a whole. A lot of the best VR games max out at only a few hours of playtime, and many don’t have the same draw as standard PC or console games that keep you coming back for more over and over and…
Competition helps grow VR
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Skyrim VR is an enormous boon for PSVR, which can be seen as living in the shadow that the HTC Vive and Oculus Rift cast, at least in terms of raw fidelity. Another shadow-dwelling VR platform is Windows Mixed Reality (WMR). It has arrived late to the party that Oculus is hosting, and the HTC Vive is already good friends with everyone there. PSVR showed up a bit before WMR, but they’re both in the same boat: they’re quickly making a lot of friends, but the other two systems hog much of the spotlight.
Complete WMR and PSVR bundles cost less than complete Vive and Rift (including extra sensors) systems, and while the PSVR does have some shortcomings — those PS Move controllers are seriously god-awful — WMR is a serious contender when it comes to premier VR systems. The headsets are comfortable, the motion controllers track well and don’t require extra sensors set up around your VR space, and SteamVR integration (along with tools like Revive) seemingly put the library of content at an equal size.
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Source: Windows Central