..../snip All in, all considered, by far the best looking VR game I've yet played. I wish the player cast a shadow, but that's a small nitpick. Definitely felt that the lower rendering resolution of the Kitchen demo represented a serious downgrade, over running Beginning Hour on a Pro. On a Pro, you can tell you're playing a lower resolution VR game, but all the effects they've put together added up to a fantastic atmosphere. There is no doubt in my mind that Capcom have built the RE engine, and every environment in the game for VR. Absolutely amazing work, and I can't believe I'll be playing a AAA full length VR title in my favorite franchise in just a few
The shining star so far has been Playroom VR. Its amazing. My wife who has never 'just' had fun while wearing a VR headset loved it, and loves how c
All in all, the PS4 pro seems to be doing what an entry level VR PC (GTX 970 ish) can do with a Rift. That's really impressive. $900 all in is still an expensive entry into the world of VR for anyone without a PS4, but to get an appropriate PC, head set, and motion controller setup, would set you back in the ball park of $1700.
Granted you'll have better motion controls, but that's really the only area where I think PSVR falls behind. The software line up so far is great, certainly on par if not better than what you've got for PC.
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Just wanted to say thanks for the great comparison. It wasn't TL;DR at all, and I know how frustrating it can be when you post something that you're sure is meaty enough to start a conversation but gets lost in the stream of rapid updates. This was a great read and it's reasssuring as a PSVR owner to hear the positive perspective from someone that owns multiple hardwares. I love the tech, but my main worry now is in the disparity of opinions from developers trying to figure out what an appropriate VR experience is! It's a little worrying. Some developers want VR to be small experiences within a primary flat game because of cost and audience fatigue. GT sport is a good example.
Then you have beautifully insane devs like Capcom who take the risk of making an entire game that can be played in VR or not in VR, which is my preference.
Then you have devs that feel VR can/should ONLY be smaller one-off experiences like Job simulator or I expect you to die, both FANTASTIC games, but definitely NOT what I want out of all VR.
Then there are the troubling words in a recent Ueda ( The Last Guardian)interview about how he's interested in VR but assumed VR should only be enjoyed in first person. From that perspective, he said, titles like The Last Guardian would be too difficult to do, which led to his uncertainty. It read like he never experienced third person VR, and from that couldn't imagine how incredible his specific games could be from a different perspective. Could you imagine Ico, Shadow of the Colossus, or The Last Guardian from the perspective of that allumette free short on PSVR??? Or some of the stuff in the playroom? It's feel like devs aren't talking to each other about what works, and that's concerning.
And lastly there are the issues of locomotion and player sickness. It's perplexing. Some games like RIGS, Battlezone, and RE7 have figured out how to capture traditional movement with teleportation, while others feel like teleportation is the only way to ensure that the audience doesn't get sick. Can u imagine playing skyrim by teleporting g around? Me either.
Regarding the PSVR controller, you mentioned this this was probably the biggest thing holding PSVR behind the big guys. One thing that I can't understand is why the MOVE+NAV controller isn't even an option. A wider range of locomotion + comfort settings seems to be the way to go.
Either way, great post and hopefully this kicks off a good conversation!