SvennoJ said:
You mean the Rogue Squadron DLC? It's great, only 15 to 20 minutes though. Worth another play-through yet just another proof of concept. “There’s a certain rule book of kind of visuals we’ve developed over the years for flat screens,” Crimmins says of developers. “Half of it doesn’t work in VR, so it’s really frustrating for a lot of people, especially experts that are working in the field, and half of their expertise now becomes irrelevant.”
He likens the discord to the uninspiring first wave of mobile games, and emphasizes that creators need to develop a new language that understands what works best with the technology. It's very noticeable in Hypervoid. that still works since it's a simple schmup where you always look forwards, yet you notice the things that look off and when you turn your head a lot of elements don't turn right. It's like the early 3D games where certain textures (eg power ups) were always facing you. The more effects heavy a game is, the more work to reprogram those effects to work in VR. Fire, smoke, lightning, etc all need to be reworked. Plus the sky box is much more noticeable in VR. Despite their efforts you can still easily spot where the 3D world ends and the skybox begins in Rogue squadron. |
hmm that is interesting, thanks for the link!
by dying i mean i do like the Vita but the support just want enough (for me) to be viable as a system to put time and money into. some indi games are great but in VR i want to be blown away. i really wanted to get PSVR about a month ago but got the Pro instead and tbh im happy i did. Farpoint looks cool but for me thats it right now, even then i know i wpuldnt buy it if it was a normal PS4 game.
i would also die in RE7 VR so thats a no go XD
2018 Hit List: Shadow of the Colossus, Detroit, Dreams, Spider-Man, God Of War, Days Gone, Medievil, Tomb Raider 3, RDR2







