We were psyched for our first demo, Golem. The game has an awesome premise: you're a little girl who can't use her legs, but who, from her own bed, can telepathically take control of small dolls and giant golems battling in fantastic worlds. When you become the golem, the game is essentially Mike Tyson's Punch Out, as you engage in one-on-one battles, blocking enemy attacks and countering with your own attacks (using the huge sword in your hand).
But when I went to counter my opponents' moves, the controller didn't respond well at all. Tracking was inaccurate and inconsistent. It sorta swung in the general direction I was aiming (most of the time) but it couldn't track speed with any reliability (so you're left swinging the controller in slow motion) and has way too low an overall accuracy no matter how quickly you move the controllers. This is last-gen tech that has no business being part of a flagship first-gen VR headset.
Another example: Job Simulator. This game has been a favorite of ours on both the Rift and Vive, as you use their respective motion controllers to manipulate objects in virtual workspaces. The PSVR version, though, was the first time when the tech got in the way of the game. I'd reach out to grab a stapler on the desk in front of me and suddenly the virtual hand would fly up in the air, two feet above my head.