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PlayStation VR2 |OT| I heard it has a single cable. Is this true?

In my opinion, S&S is a much better game than Metro. Unless you are looking for a linear, scripted game, S&S makes you explore the world quite freely, scavenging, crafting, surviving, and interacting with zombies and the environment in one of the most intuitive, flexible and physics-driven system to date. Interaction, which is the true potential of VR, is particularly developed, in this game. Technically great (good graphics and 90 native frames per second). And it has great atmosphere, too.
Nice. Yeah, S&S is the one I essentially decided on jumping in last weekend and no regrets. I was really surprised how immersive and robust it was with exploring and interaction. Game is a bit tough, but I think I'm starting to understand the loop now. Up to day 3. So many ways to approach stuff! Trying not to let the daytime time limit stress me out. Lol
 
Just finished RE Village. Absolute amazing experience. Kudos to Capcom for implementing VR. So good, I'm willing to wait on Requiem to see if they bring it there too.

Now it's a toss up between Metro Awakening and Saints & Sinners as my next creepy/shooty game. Any suggestions?
Why not both ? :d Saints & Sinners didn't hook me for some reasons but enjoyed Metro. Probably beacuse I prefer more story driven games.
 
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Nice. Yeah, S&S is the one I essentially decided on jumping in last weekend and no regrets. I was really surprised how immersive and robust it was with exploring and interaction. Game is a bit tough, but I think I'm starting to understand the loop now. Up to day 3. So many ways to approach stuff! Trying not to let the daytime time limit stress me out. Lol
There are MANY hidden details and even those explained have to be studied a bit to understand properly how to use them. And I assure you that the more possibilities you explore, the more rewarding and fun the game is.
Some random funny and useful tips: Zombies can hear you talking and you can lure them one by one just using your voice (you have to activate that option from the options); always grab zombies from the head to stop them and allow you to easily stab them with a knife (or a spoon, or a broken bottle that you can break just before stabbing them, or else); grabbing the zombies by the head allows you to also throw them aside in case you have to avoid combat and run away quickly; don't eat rotten food; develop recipes as soon as possible (especially nutria stew); zombie bites increase the illness which can be improved only by medicines, which are quite rare and precious in the game; if you use the frying pan to bash zombie heads, it will take quite the number of hits to down them, but it never breaks like the other weapons; you can also use the handle of a pistol as an hammer to bash heads; there are many hidden blueprints stored around, which can be really useful to create various things on the crafting bench.
 
does of lies and rain take full advantage of PSVR2 like HDR, DFR and haptic feedback? Trying to decide to get this on PC or PS5.
 
Why not both ? :d Saints & Sinners didn't hook me for some reasons but enjoyed Metro. Probably beacuse I prefer more story driven games.
I do have both, was just juggling which one to tackle first. :)

Did just grab Moss 1&2 also. Wanted a cozy game, and loved Moss 1 on PSVR1. So many good games on this thing!
 

0) Context: why Shu is even on podcasts talking like this

  • Shu says he only recently started doing podcasts (basically "in the last year or so") because he's free now.
  • When he worked for Sony, PR had to approve everything, so he couldn't just hop on and speak openly.
  • Sony has dedicated spokespeople for specific projects.
  • He emphasizes that during PSVR1, he was deeply involved in PR and public-facing activity.
  • For PSVR2, he had already moved oninternally:
    • He shifted to the indies initiative / third-party relations side.
    • He was doing interviews about indie game support at PlayStation.
    • Even then, he says he was only allowed to talk about indie games, not everything else.
NeoGAF translation: he wasn't the public "PSVR2 guy" the way he was for PSVR1, and Sony comms constraints were real.



1) The industry timing / why this conversation happened now

  • He says the timing was "perfect" when they contacted him because it coincided with Meta announcing big layoffs / shutting down studios.
  • He frames the moment as "a time" to come on and talk.
  • He also mentions:
    • "A lot of changes coming"
    • Valve launching a VR headset (he treats it as an interesting / positive move)
    • Steam as part of that positivity
NeoGAF translation: he's viewing VR as entering another reshuffle/refresh phase (platform money changing, new hardware entrants, etc.).



2) Shu's core PSVR2 "apology" / what he meant by "I was wrong"

This is the most PSVR2-specific "headline" portion.

2.1 What he originally told people (PSVR1-era message)

  • He says: when they launched PSVR1, he explained to Greg Miller's team (he's fuzzy whether it was Kind of Funny or IGN in that moment) that:
    • This is first-generation consumer VR
    • Every generation will be a huge leap technically
    • Things will "become better" generation-to-generation
  • He explicitly frames PSVR1 as the "PS1" equivalent moment: foundational, early, first wave.

2.2 Why he apologized

  • He says Greg kind of "took his word for it," as in:
    • "Okay, next gen will be like PS2"
    • And PS2 was massive, amazing
  • Shu's point: PSVR2 did not become PS2 in the market/trajectory sense.
  • That's why he said "sorry."
  • He stresses he didn't mean to lie.
  • He says he was hoping that outcome would happen.
NeoGAF translation: he sold a generational narrative, but PSVR2 didn't get the breakout content/library/momentum that would make it feel like the VR "PS2 era."



3) His key distinction: PSVR2 succeeded as hardware evolution, but not as a "new era" of experiences

This is the most important analytical part of his comments.


3.1 He thinks the technical leap basically happened

  • He says: from a technical standpoint, "pretty much" the leap happened.
  • He broadens this beyond PSVR:
    • Not only PSVR1 → PSVR2
    • But also Oculus/Meta and other headsets
  • He lists the general areas of improvement:
    • Tracking improvements (especially compared to older systems)
    • Lenses improved
    • Headsets became thinner
    • Displays improved
    • "Everything has become better"
  • Earlier in the conversation (PSVR1 dev era), he also emphasized VR basics that must be met:
    • Consistent frame rate (he mentions 60fps baseline for PSVR1-era)
    • Fast refresh
    • Low latency
    • Good tracking
    • Overall system processing capable enough to handle it
      (This is more PSVR1 context, but it's part of the technical bar he's referencing when he talks about progress.)
NeoGAF translation: he absolutely believes PSVR2 is a proper next-gen headset technically.

3.2 He thinks the experience leap did NOT happen

  • He says: the games experience is "pretty much the same."
  • He compares launch eras:
    • In the PSVR1 / early Oculus era, there were tons of "wow" experiences and new ideas.
    • In this second generation, he doesn't feel that same wave of invention occurred.
  • He calls this the biggest issue:
    • The novelty/excitement didn't replicate.
  • His big specific claim:
    • The only invention he points to for this generation is Gorilla Tag movement.
  • He says he doesn't think there are other comparable "inventions" driving a new wave.
NeoGAF translation: PSVR2 is great hardware, but VR content/design hasn't found the next Beat Saber–tier "new paradigm" moment (in his view), and that's why it didn't explode.



4) Where Shu thinks PSVR2 sits right now (post-launch reality)

4.1 He has no inside info

  • He repeats: he left PlayStation, so he has no idea about their plans.

4.2 How he frames Sony's platform approach (important)

  • He says PlayStation works per platform generation:
    • PSVR1 was part of the PS4 ecosystem
    • PSVR2 is part of the PS5 ecosystem
  • His expectation:
    • As long as there's a PS5, he would expect they continue to support it (in some form).
NeoGAF translation: he's basically saying "PSVR2 won't be hard-killed tomorrow," because it's attached to PS5's lifecycle logic.

4.3 First-party situation (he calls it out)

  • He explicitly says:
    • "The first party is not doing anything."
  • He adds:
    • That's "kind of sad."
NeoGAF translation: he's acknowledging the obvious—PSVR2 isn't getting first-party pipeline love.



5) He still credits PSVR2 for having strong games — just not first-party-led

He lists examples and categories, and why they matter.

5.1 Specific examples he name-drops positively

  • Gran Turismo 7: he says it's "amazing," "incredible," and naturally fits VR.
  • nDreams: he frames them as consistently doing a great job (and earlier he talks about being hired as a spokesperson for their game "Reach," plus his love for "Synapse," which is heavily PSVR2-featured).
  • The Midnight Walk: referenced as part of the stream of good VR games.
  • Microsoft Flight Sim: he says it's coming and will be really good (he's clearly excited about VR-friendly sims).

5.2 His genre thesis: "natural VR fits"

  • He argues certain games "naturally fit" VR "without too much effort" (he caveats it's not easy, but more natural than others):
    • Racing games
    • First-person adventure
    • Horror
  • This is part of why GT7 is such a standout to him.

5.3 Flat-to-VR / port specialists matter

  • He praises teams who port "normal" games into VR and do a great job:
    • He treats this as a key supply line for quality VR experiences.
  • He says if Valve creates a way to automatically convert normal 3D games to VR, that would be amazing.
NeoGAF translation: PSVR2's best path might be "great hybrids + great ports + naturally VR-friendly genres," not waiting for first-party miracles.



6) PSVR2 hardware features he thinks were actually meaningful (eye tracking etc.)

He highlights PSVR2-specific tech usage via game examples.

6.1 Eye tracking "done right" (his praise)

  • He says Synapseis one of the best uses of PSVR2 tech:
    • Eye tracking + grabbing/targeting enemies by looking
    • He praises how it "gamified" eye tracking.
    • He also compliments the visual design choices (high-contrast look, color choices, etc.).
  • He also cites Before Your Eyes:
    • Uses blink detection; when you blink, scenes progress
    • He describes it as emotional, short, and impactful—people cry at the end
    • He says it's especially powerful in VR because you're in the boy's POV
    • He recommends PSVR2 players try it (he frames it as cheap/short and worth it)
NeoGAF translation: he thinks PSVR2's differentiators (eye tracking) need more "killer apps" that make them feel essential.



7) Why VR (including PSVR2) is still "not healthy" economically

This section is more industry-wide, but he directly connects it to platform strategy that affects PSVR2.

7.1 "Life support" problem

  • He says: Meta and PlayStation collaborated (in effect) to create an "artificial commercial incentive" for developers.
  • He credits that as positive in enabling VR game development.
  • But he says:
    • It's not healthy if developers still need ongoing "infusion" from platform holders.
    • It makes sense at launch of a platform, but after so many years it's a problem.
  • He frames it as:
    • It's been nearly 10 years since early consumer VR (Oculus/PSVR/HTC Vive era) and it still needs help.

7.2 "VR is indie-led" (and why that matters)

  • He says VR is basically led by indie passion:
    • Big publishers didn't see the money.
    • But devs still want to build VR.
  • He adds a key market advantage:
    • VR has less competition than flatscreen storefronts.
    • He gives Steam's insane volume as contrast (20,000+ games in a year).
    • In VR, if you make something good, you're more likely to get noticed.
NeoGAF translation: PSVR2 sits inside a market that still hasn't achieved sustainable "normal" economics.



8) Shu's "future of PSVR" take (what he can say and what he won't)

8.1 He won't predict PSVR3 / PS6 VR strategy

  • He says:
    • He doesn't know their plans.
    • It's up to how they design PS6.
  • He zooms out:
    • Console makers are in a weird spot: graphics are saturating, differences are harder to see unless side-by-side.
    • People love low-fidelity games when gameplay is great (indies as proof).
  • He praises Sony's hardware team as top-notch:
    • Even if it's hard to make "meaningful" leaps, they will engineer excellent hardware.

8.2 He does expect Sony to keep VR R&D alive

  • He says:
    • Hardware teams know if they stop working in a field, they'll fall behind.
    • So whether or not Sony makes PSVR3, he expects ongoing R&D in:
      • Tracking
      • Optics
      • Display
  • He mentions Sony HQ also working on creator-focused headsets/tools (separate track from consumer PSVR).
NeoGAF translation: even if PSVR3 isn't guaranteed, Sony staying involved in XR tech is basically inevitable.




9) His practical recommendation for devs (and what it implies about PSVR2)

  • If you're passionate and you "have to make one," do it.
  • But:
    • Don't expect huge financial success.
  • He repeats the upside:
    • Less competitive market; good games get noticed.
  • He also talks about how VR devs survive:
    • When venture money dries up, and Meta/Sony money changes, devs have to adapt:
      • B2B / industrial VR work
      • Hybrid games
      • Or chasing the Gen Z Gorilla Tag-style market, etc.
NeoGAF translation: VR is still passion-driven, financially volatile, and PSVR2 devs need flexible business models.



10) The "PSVR2 in one sentence" distilled from Shu's comments

  • PSVR2 is a legit next-gen headset technically, but VR hasn't delivered enough new "second-gen" breakthrough experiences to create the PS2-style leap in mainstream adoption—made worse by limited first-party support, leaving PSVR2 to be carried by strong third-party/hybrid/port-driven wins like GT7, nDreams titles, and other naturally VR-friendly games.
 
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Do I buy a used PSVR1 to play RE 7 before playing RE Village or do I just play the standard RE 7 version and leave it at that?
My view, if you have the money, absolutely play RE7 before 8 on PSVR. It is still my favorite VR experience so far and it adds so much to the game. RE8 VR is better as a pure VR game but a lesser experience (also not as scary).

Don't forget to add RE4Remake VR to that list!
 

0) Context: why Shu is even on podcasts talking like this

  • Shu says he only recently started doing podcasts (basically "in the last year or so") because he's free now.
  • When he worked for Sony, PR had to approve everything, so he couldn't just hop on and speak openly.
  • Sony has dedicated spokespeople for specific projects.
  • He emphasizes that during PSVR1, he was deeply involved in PR and public-facing activity.
  • For PSVR2, he had already moved oninternally:
    • He shifted to the indies initiative / third-party relations side.
    • He was doing interviews about indie game support at PlayStation.
    • Even then, he says he was only allowed to talk about indie games, not everything else.
NeoGAF translation: he wasn't the public "PSVR2 guy" the way he was for PSVR1, and Sony comms constraints were real.



1) The industry timing / why this conversation happened now

  • He says the timing was "perfect" when they contacted him because it coincided with Meta announcing big layoffs / shutting down studios.
  • He frames the moment as "a time" to come on and talk.
  • He also mentions:
    • "A lot of changes coming"
    • Valve launching a VR headset (he treats it as an interesting / positive move)
    • Steam as part of that positivity
NeoGAF translation: he's viewing VR as entering another reshuffle/refresh phase (platform money changing, new hardware entrants, etc.).



2) Shu's core PSVR2 "apology" / what he meant by "I was wrong"

This is the most PSVR2-specific "headline" portion.

2.1 What he originally told people (PSVR1-era message)

  • He says: when they launched PSVR1, he explained to Greg Miller's team (he's fuzzy whether it was Kind of Funny or IGN in that moment) that:
    • This is first-generation consumer VR
    • Every generation will be a huge leap technically
    • Things will "become better" generation-to-generation
  • He explicitly frames PSVR1 as the "PS1" equivalent moment: foundational, early, first wave.

2.2 Why he apologized

  • He says Greg kind of "took his word for it," as in:
    • "Okay, next gen will be like PS2"
    • And PS2 was massive, amazing
  • Shu's point: PSVR2 did not become PS2 in the market/trajectory sense.
  • That's why he said "sorry."
  • He stresses he didn't mean to lie.
  • He says he was hoping that outcome would happen.
NeoGAF translation: he sold a generational narrative, but PSVR2 didn't get the breakout content/library/momentum that would make it feel like the VR "PS2 era."



3) His key distinction: PSVR2 succeeded as hardware evolution, but not as a "new era" of experiences

This is the most important analytical part of his comments.


3.1 He thinks the technical leap basically happened

  • He says: from a technical standpoint, "pretty much" the leap happened.
  • He broadens this beyond PSVR:
    • Not only PSVR1 → PSVR2
    • But also Oculus/Meta and other headsets
  • He lists the general areas of improvement:
    • Tracking improvements (especially compared to older systems)
    • Lenses improved
    • Headsets became thinner
    • Displays improved
    • "Everything has become better"
  • Earlier in the conversation (PSVR1 dev era), he also emphasized VR basics that must be met:
    • Consistent frame rate (he mentions 60fps baseline for PSVR1-era)
    • Fast refresh
    • Low latency
    • Good tracking
    • Overall system processing capable enough to handle it
      (This is more PSVR1 context, but it's part of the technical bar he's referencing when he talks about progress.)
NeoGAF translation: he absolutely believes PSVR2 is a proper next-gen headset technically.

3.2 He thinks the experience leap did NOT happen

  • He says: the games experience is "pretty much the same."
  • He compares launch eras:
    • In the PSVR1 / early Oculus era, there were tons of "wow" experiences and new ideas.
    • In this second generation, he doesn't feel that same wave of invention occurred.
  • He calls this the biggest issue:
    • The novelty/excitement didn't replicate.
  • His big specific claim:
    • The only invention he points to for this generation is Gorilla Tag movement.
  • He says he doesn't think there are other comparable "inventions" driving a new wave.
NeoGAF translation: PSVR2 is great hardware, but VR content/design hasn't found the next Beat Saber–tier "new paradigm" moment (in his view), and that's why it didn't explode.



4) Where Shu thinks PSVR2 sits right now (post-launch reality)

4.1 He has no inside info

  • He repeats: he left PlayStation, so he has no idea about their plans.

4.2 How he frames Sony's platform approach (important)

  • He says PlayStation works per platform generation:
    • PSVR1 was part of the PS4 ecosystem
    • PSVR2 is part of the PS5 ecosystem
  • His expectation:
    • As long as there's a PS5, he would expect they continue to support it (in some form).
NeoGAF translation: he's basically saying "PSVR2 won't be hard-killed tomorrow," because it's attached to PS5's lifecycle logic.

4.3 First-party situation (he calls it out)

  • He explicitly says:
    • "The first party is not doing anything."
  • He adds:
    • That's "kind of sad."
NeoGAF translation: he's acknowledging the obvious—PSVR2 isn't getting first-party pipeline love.



5) He still credits PSVR2 for having strong games — just not first-party-led

He lists examples and categories, and why they matter.

5.1 Specific examples he name-drops positively

  • Gran Turismo 7: he says it's "amazing," "incredible," and naturally fits VR.
  • nDreams: he frames them as consistently doing a great job (and earlier he talks about being hired as a spokesperson for their game "Reach," plus his love for "Synapse," which is heavily PSVR2-featured).
  • The Midnight Walk: referenced as part of the stream of good VR games.
  • Microsoft Flight Sim: he says it's coming and will be really good (he's clearly excited about VR-friendly sims).

5.2 His genre thesis: "natural VR fits"

  • He argues certain games "naturally fit" VR "without too much effort" (he caveats it's not easy, but more natural than others):
    • Racing games
    • First-person adventure
    • Horror
  • This is part of why GT7 is such a standout to him.

5.3 Flat-to-VR / port specialists matter

  • He praises teams who port "normal" games into VR and do a great job:
    • He treats this as a key supply line for quality VR experiences.
  • He says if Valve creates a way to automatically convert normal 3D games to VR, that would be amazing.
NeoGAF translation: PSVR2's best path might be "great hybrids + great ports + naturally VR-friendly genres," not waiting for first-party miracles.



6) PSVR2 hardware features he thinks were actually meaningful (eye tracking etc.)

He highlights PSVR2-specific tech usage via game examples.

6.1 Eye tracking "done right" (his praise)

  • He says Synapseis one of the best uses of PSVR2 tech:
    • Eye tracking + grabbing/targeting enemies by looking
    • He praises how it "gamified" eye tracking.
    • He also compliments the visual design choices (high-contrast look, color choices, etc.).
  • He also cites Before Your Eyes:
    • Uses blink detection; when you blink, scenes progress
    • He describes it as emotional, short, and impactful—people cry at the end
    • He says it's especially powerful in VR because you're in the boy's POV
    • He recommends PSVR2 players try it (he frames it as cheap/short and worth it)
NeoGAF translation: he thinks PSVR2's differentiators (eye tracking) need more "killer apps" that make them feel essential.



7) Why VR (including PSVR2) is still "not healthy" economically

This section is more industry-wide, but he directly connects it to platform strategy that affects PSVR2.

7.1 "Life support" problem

  • He says: Meta and PlayStation collaborated (in effect) to create an "artificial commercial incentive" for developers.
  • He credits that as positive in enabling VR game development.
  • But he says:
    • It's not healthy if developers still need ongoing "infusion" from platform holders.
    • It makes sense at launch of a platform, but after so many years it's a problem.
  • He frames it as:
    • It's been nearly 10 years since early consumer VR (Oculus/PSVR/HTC Vive era) and it still needs help.

7.2 "VR is indie-led" (and why that matters)

  • He says VR is basically led by indie passion:
    • Big publishers didn't see the money.
    • But devs still want to build VR.
  • He adds a key market advantage:
    • VR has less competition than flatscreen storefronts.
    • He gives Steam's insane volume as contrast (20,000+ games in a year).
    • In VR, if you make something good, you're more likely to get noticed.
NeoGAF translation: PSVR2 sits inside a market that still hasn't achieved sustainable "normal" economics.



8) Shu's "future of PSVR" take (what he can say and what he won't)

8.1 He won't predict PSVR3 / PS6 VR strategy

  • He says:
    • He doesn't know their plans.
    • It's up to how they design PS6.
  • He zooms out:
    • Console makers are in a weird spot: graphics are saturating, differences are harder to see unless side-by-side.
    • People love low-fidelity games when gameplay is great (indies as proof).
  • He praises Sony's hardware team as top-notch:
    • Even if it's hard to make "meaningful" leaps, they will engineer excellent hardware.

8.2 He does expect Sony to keep VR R&D alive

  • He says:
    • Hardware teams know if they stop working in a field, they'll fall behind.
    • So whether or not Sony makes PSVR3, he expects ongoing R&D in:
      • Tracking
      • Optics
      • Display
  • He mentions Sony HQ also working on creator-focused headsets/tools (separate track from consumer PSVR).
NeoGAF translation: even if PSVR3 isn't guaranteed, Sony staying involved in XR tech is basically inevitable.




9) His practical recommendation for devs (and what it implies about PSVR2)

  • If you're passionate and you "have to make one," do it.
  • But:
    • Don't expect huge financial success.
  • He repeats the upside:
    • Less competitive market; good games get noticed.
  • He also talks about how VR devs survive:
    • When venture money dries up, and Meta/Sony money changes, devs have to adapt:
      • B2B / industrial VR work
      • Hybrid games
      • Or chasing the Gen Z Gorilla Tag-style market, etc.
NeoGAF translation: VR is still passion-driven, financially volatile, and PSVR2 devs need flexible business models.



10) The "PSVR2 in one sentence" distilled from Shu's comments

  • PSVR2 is a legit next-gen headset technically, but VR hasn't delivered enough new "second-gen" breakthrough experiences to create the PS2-style leap in mainstream adoption—made worse by limited first-party support, leaving PSVR2 to be carried by strong third-party/hybrid/port-driven wins like GT7, nDreams titles, and other naturally VR-friendly games.
Oh man... Too bad big companies don't care about anything except making record profits.

We need someone like Shu, but with real power, within Playstation to command them to make hybrids games when it is doable. That's the very minimum. Also, to port your goddamn older titles to the PSVR2 and make one or two titles VR, big or not, a year. It is fucking annoying how all everyone is chasing is the live service stuff ffs.
 
Oh man... Too bad big companies don't care about anything except making record profits.

We need someone like Shu, but with real power, within Playstation to command them to make hybrids games when it is doable. That's the very minimum. Also, to port your goddamn older titles to the PSVR2 and make one or two titles VR, big or not, a year. It is fucking annoying how all everyone is chasing is the live service stuff ffs.
yup, porting their entire 1st party PSVR1 library to PSVR2 probably doesn't cost much from those record profit they have been making.
 
yup, porting their entire 1st party PSVR1 library to PSVR2 probably doesn't cost much from those record profit they have been making.
This was one of the biggest issues from day 1, and a clear indicator of how little sony cared to support PSVR2.

All of the tech needed to emulate PSVR1 is built into PSVR2... so why didn't they do it?

Was it to limit the amount of 'free' (paid for already) games their users had access to, effectively forcing them to purchase new software?
 
This was one of the biggest issues from day 1, and a clear indicator of how little sony cared to support PSVR2.

All of the tech needed to emulate PSVR1 is built into PSVR2... so why didn't they do it?

Was it to limit the amount of 'free' (paid for already) games their users had access to, effectively forcing them to purchase new software?
It's not as easy as many would like to think.

Sure, some titles would have been very easy to port over like RE7 and Rescue Mission, but many would not. On top of that you have factor like UI which would need to change based on the completely different control scheme the games would have. Some title also already have versions for VR that is closer to PSVR2 and would have been easier to port as well.

For many titles it's really down to the developer, not Sony.
 
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It's not as easy as many would like to think.

Sure, some titles would have been very easy to port over like RE7 and Rescue Mission, but many would not. On top of that you have factor like UI which would need to change based on the completely different control scheme the games would have. Some title also already have versions for VR that is closer to PSVR2 and would have been easier to port as well.

For many titles it's really down to the developer, not Sony.
In alternative universe Sony instead on Concord spent 200m $ to port to vr 40 AAA games ;d
 
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This was one of the biggest issues from day 1, and a clear indicator of how little sony cared to support PSVR2.

All of the tech needed to emulate PSVR1 is built into PSVR2... so why didn't they do it?

Was it to limit the amount of 'free' (paid for already) games their users had access to, effectively forcing them to purchase new software?
Especially with games that only uses dual shock 4 like wipeout, you don't even need to convert the control scheme..... I hope they will do a final super duper Omega collection for wipeout with 4K 120fps, dualsense haptic, 3D audio and a psvr2 version a long with a PC version that can scale infinitely up with ultrawide, beyond 4K and uncapped frame rate etc.
 
It's not as easy as many would like to think.
It's really not that hard to get a translation layer in the system OS that rewrites the PSVR2 head tracking in a way the PSVR1 titles can interpret it.

*edit*

Hmm, actually that doesn't work, the PSVR1 move controllers have more buttons. Could have worked with titles that only use a standard controller, but if it's not going to work across the board then it might not be worth it.
 
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Just purchased Aces of Thunder. Not bad at £24.99 to be fair.

I've been looking forward to this one for a good while so I can't wait to jump in later.

The only downside is that I still haven't been able to pick up a HOTAS for the PS5, which I initially wanted for MS FS 24, but would have also been great for AoT. God knows when they'll be back in stock.
 
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Any impressions for AoT? Steam reviews are currently negative with people wondering if they released the correct version of the game! Hoping PSVR2 is in a better state.
 
Any impressions for AoT? Steam reviews are currently negative with people wondering if they released the correct version of the game! Hoping PSVR2 is in a better state.
From reviews I posted + watching yesterday without parole looks great, runs great with 90fps native no reprojection but learning curve is realy steep. Sim not an arcade game.
 
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For the Steam version, seems like lots of folks are having issues with setting up their HOTAS
 
From reviews I posted + watching yesterday without parole looks great, runs great with 90fps native no reprojection but learning curve is realy steep. Sim not an arcade game.
Thanks, I managed to catch a couple of reviews and they do seem positive. Was really wondering if anyone here had booted the game up yet on PS5 to see if it was as borked as the steam version sounds.
 
Seems like a big difference in review scores.
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Thanks, I managed to catch a couple of reviews and they do seem positive. Was really wondering if anyone here had booted the game up yet on PS5 to see if it was as borked as the steam version sounds.
I bought it will check it later today but first have Of Lies and Rain to finish so only do brief check.
 
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I've just played for about an hour on AoT. My immediate impressions were mostly 'wow this looks great' and 'Wtf am I doing'. I literally crashed during my first take-off!

Whilst the basic flying and shooting controls are easy to pick up, I didn't have a clue how to retract the wheels or the flaps, so there is quite a bit to digest. Needless to say, after losing my wheels during flight, landing was a bit of a disaster. I think a bit of a control tutorial would have been nice. I did check the controls, but there are multiple actions on a single button, so not sure what's going on atm. I suspect those using a HOTAS will find the controls much easier. Yes, I'm still miffed I haven't been able to pick one up yet.

For those concerned about performance, on PSVR 2 it runs soooo smooth and looks really nice. I didn't notice any shortfalls other than a bit of shimmering on some objects. I also noticed that it didn't make me feel VR sickness in the slightest, which surprised me considering I was shot down a couple of times.

Anyway, I'll give it a proper go later.
 
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Just read some impressions from an experienced aviator saying just how tough it is but definitely worthwhile. Seems game you need to sink some serious time to get the most out it.
 
Just read some impressions from an experienced aviator saying just how tough it is but definitely worthwhile. Seems game you need to sink some serious time to get the most out it.
VR really needs this type of quality VR game. I'm excited about Aces of Thunder and hopefully get it this week end for PS5 and PSVR2.

2026 will be a great year for VR especially PSVR2 on Ps5.. Along with Aces of Thunder, this three will also be big for PSVR2 on Ps5 this year: Automa, MSFS 2024 VR mode and Bootstrap.
 
VR really needs this type of quality VR game. I'm excited about Aces of Thunder and hopefully get it this week end for PS5 and PSVR2.

2026 will be a great year for VR especially PSVR2 on Ps5.. Along with Aces of Thunder, this three will also be big for PSVR2 on Ps5 this year: Automa, MSFS 2024 VR mode and Bootstrap.

I hope you are right for 2026 because I just got a psvr2 for christmas !
 
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