Compare VR Ping Pong Pro prices across 50+ stores and find the best deal. Developed by Reddoll Srl. Published by Silver Lining Interactive. Released on 11/12/2019. Available on PC. Genres: Sports.

Passable VR table tennis with pretty environments, five arcade mini-games, and an online lobby that was dead before most people even downloaded it.

My first thought booting this up was: finally, a VR sports title where the concept actually makes sense. Standing at a table and swinging a controller is about as natural a fit for room-scale play as you can get, and to its credit, VR Ping Pong Pro understands that. The problem is understanding the concept and executing it well are two different things, and this one stumbles badly on the execution side. The mode structure is serviceable on paper. Single player gives you five locations to play in against AI opponents across five difficulty tiers, plus a separate set of arcade mini-games: Bowling, Hit The Point, Goal, Wall, and the best of the bunch, Broken, where the table literally crumbles away as you rack up hits and forces you to play with shrinking real estate. That mode is genuinely clever. Online lets you run single matches or a four-player tournament format, which sounds good until you find out the servers were already a ghost town around launch week and have only gotten quieter since. If you plan to play with strangers, reset those expectations now. Customisation covers racket and ball skins, unlocked by winning matches, which at least gives solo play some short-term goals. Here is where it falls apart for me. The physics are inconsistent in ways that matter. Ball weight feels off, the difference between a light tap and a hard drive is hard to read, and spin mechanics are present but feel loose rather than precise. Topspin and angle shots require a lot of controller tilt adjustment before anything clicks, and even then you will occasionally watch the ball pass through a table edge or careen off at an angle that has nothing to do with how you swung. The AI's hit detection is also messy: balls that miss the opponent's side of the table but clip their paddle still award them the point, which is just wrong by any version of the rules. These are not minor polish issues. In a sport defined by timing and feedback, unreliable physics kill the loop. Controller tracking adds another layer of frustration depending on your hardware. Valve Index knuckle controllers take real mental adjustment because your brain expects to feel a handle, and the curved grip fights that. Wand-style controllers track better in most reports, though even those see occasional shot registration failures during fast rallies. Frame drops in certain environments compound the problem. The environments themselves look solid, actually, a park, a video arcade, a Brazilian favela, a Japanese garden, eight total including the multiplayer-exclusive arenas, and they hold up well for a VR sports title. There just are not enough of them to carry the game past a few hours, and you cannot explore them, so they end up feeling like attractive wallpaper. Bottom line: if you own a VR headset and want a low-intensity game to swing your arms around in for twenty minutes, this fills that role. It is not a serious simulation. Real table tennis players will bounce off the inconsistent spin and serve physics fast. The multiplayer is effectively offline at this point, so factor that out entirely. Solo arcade modes provide a bit of variety, but the physics issues undercut the fun even there. There are better VR racket options out there, and given this game's age, finding a live opponent feels close to impossible without a friend already on your list. Fred, Scout Team

VR Ping Pong Pro
Sports

VR Ping Pong Pro

Nov 12, 2019Reddoll SrlSilver Lining Interactive
GamerScout Says

Passable VR table tennis with pretty environments, five arcade mini-games, and an online lobby that was dead before most people even downloaded it.

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About VR Ping Pong Pro

My first thought booting this up was: finally, a VR sports title where the concept actually makes sense. Standing at a table and swinging a controller is about as natural a fit for room-scale play as you can get, and to its credit, VR Ping Pong Pro understands that. The problem is understanding the concept and executing it well are two different things, and this one stumbles badly on the execution side. The mode structure is serviceable on paper. Single player gives you five locations to play in against AI opponents across five difficulty tiers, plus a separate set of arcade mini-games: Bowling, Hit The Point, Goal, Wall, and the best of the bunch, Broken, where the table literally crumbles away as you rack up hits and forces you to play with shrinking real estate. That mode is genuinely clever. Online lets you run single matches or a four-player tournament format, which sounds good until you find out the servers were already a ghost town around launch week and have only gotten quieter since. If you plan to play with strangers, reset those expectations now. Customisation covers racket and ball skins, unlocked by winning matches, which at least gives solo play some short-term goals. Here is where it falls apart for me. The physics are inconsistent in ways that matter. Ball weight feels off, the difference between a light tap and a hard drive is hard to read, and spin mechanics are present but feel loose rather than precise. Topspin and angle shots require a lot of controller tilt adjustment before anything clicks, and even then you will occasionally watch the ball pass through a table edge or careen off at an angle that has nothing to do with how you swung. The AI's hit detection is also messy: balls that miss the opponent's side of the table but clip their paddle still award them the point, which is just wrong by any version of the rules. These are not minor polish issues. In a sport defined by timing and feedback, unreliable physics kill the loop. Controller tracking adds another layer of frustration depending on your hardware. Valve Index knuckle controllers take real mental adjustment because your brain expects to feel a handle, and the curved grip fights that. Wand-style controllers track better in most reports, though even those see occasional shot registration failures during fast rallies. Frame drops in certain environments compound the problem. The environments themselves look solid, actually, a park, a video arcade, a Brazilian favela, a Japanese garden, eight total including the multiplayer-exclusive arenas, and they hold up well for a VR sports title. There just are not enough of them to carry the game past a few hours, and you cannot explore them, so they end up feeling like attractive wallpaper. Bottom line: if you own a VR headset and want a low-intensity game to swing your arms around in for twenty minutes, this fills that role. It is not a serious simulation. Real table tennis players will bounce off the inconsistent spin and serve physics fast. The multiplayer is effectively offline at this point, so factor that out entirely. Solo arcade modes provide a bit of variety, but the physics issues undercut the fun even there. There are better VR racket options out there, and given this game's age, finding a live opponent feels close to impossible without a friend already on your list. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpachievementstier:sub-5VR-OnlyRoom-ScaleTable Tennis SimDead ServersArcade Mini-GamesPaddle CustomizationFive Difficulty LevelsStanding Play

System Requirements

Minimum

OS
Windows 7 SP1, Windows 8.1 or later, Windows 10
Memory
4 GB RAM
Storage
5 GB available space
Graphics
NVIDIA GeForce GTX 970, AMD Radeon R9 290 equivalent or better
Processor
Intel Core i5-4590/AMD FX 8350 equivalent or better
VR Support
SteamVR or Oculus PC

Reviews & Ratings

No ratings available

Game Info

Developer
Reddoll Srl
Publisher
Silver Lining Interactive
Release Date
Nov 12, 2019

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