By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Chazore said:
BraLoD said:
Well, the game was designed around PSVR, so it should be the best version, even if other have better visuals, the experience was molded for VR.

Once the 1 year exclusivity expires, the PC version should be with the Vive VR. Really you could say the game was more designed around VR itself, not a specific brand device.

I don't think the game was designed around VR. It was made VR compatible, for the most of it.
- There are 2D cut scenes rudely taking you out of the experience, even in the middle of boss fights
- Transitions to preset animations eg climbing ladders are not properly fitted to VR and can screw up your orientation
- You can duck and doge all you want, the game doesn't take it into account, some trip wires it clearly shows you going under, yet you still trigger it
- The floating arms don't stay with you either if you move a bit
- UI, subtitles, examined items stick through scenery if you don't position yourself properly
- Smoke/fog/fire effects rotate facing towards you, not fit for 3D
- The position of the gun in 3D is ignored. Press the gun muzzle up to something in VR and you'll miss at point-blank range.
The result is still phenomenol. But the game was not build from the ground up around VR. Advantages like full movement are largely ignored, there aren't even actual keyholes to peek through in the game (painted on) and motion control is reduced to akward rotation of inspected items. It's already the best gaming experience since half-life, can't wait to see what a full game build for VR first is going to be like.

There should be no trouble porting it to Vive. Running at 90 fps will make the analog rotation a bit better. I don't know if the pentile display is going to take some of color detail away, it's mostly muted color palettes anyway so the higher base resolution should make it all a bit more clear. The game is very dark though, works really well on PSVR's OLED screen, perfect blacks, great shadow detail.
With a beefy enough PC you should also see less dynamic resolution scaling. It probably needs to be beefy, Vive at 2160x1200x90 is 1.875x the pixel count per second of psvr at 1080p60. If you want extra detail as well as no dynamic resolution scaling, perhaps a GTX 1080 is not enough yet? Next year should be no problem.