Resident Evil 4 VR Mode releases on December 8 for PSVR2 + Demo

It's not but I want to try out some strap mods.
ehhh... maybe you are right. I should probably skip it altogether
I feel like there is a learning curve to the stock pads but that being said this pretty much eliminates the criticisms you've been giving.

Globular Cluster CMP2 Comfortable Mod for PS VR 2 - Sweet Spot Keeper- Weight Balancer-Soft Forehead Pad-Bigger Softer Anti-Slip Rear Pad https://a.co/d/8ZWzHvo
 
Are you serious? How is it possible to put on a PSVR2 headset incorrectly? That takes a lot of imagination. But you can operate a Dualsense controller? And where is the logic? If the PSVR 2 headset becomes cheaper, will you buy it again? Sorry, but that's one of the craziest things I've ever read here.

Season 2 Wtf GIF by Parks and Recreation
 
Releasing demo versions for VR games are way to go! Hopefully more developers will do this if they can because it's very important for VR.

Yeah, as someone who loves GT7, the PSVR2 has become pretty much essential for me now. Red Matter 2 is also a must play on PSVR2, if a little short lived, which is the only issue I have with the majority of games released so far.

I've also never owned any other headset, so games like Beat Saber have also been a relegation for me, but I get where you're coming from if you already have multiple VR headsets.
You need to try Ultrawings 2 when it's released soon for PSVR2. Believe me you don't want to live without it! :messenger_winking:
 
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This is the news i wanna hear, RE8 was easily the best fucking gaming experience i've had in a long long time, were talking original Wipeout/TombRaider/Resident Evil first play type vibes, the game was simply immense and the sense of scale and immersion was off the charts even if it was a bloody stressful game to play. Day 1 buy for me
 
None of those are a big deal
The lenses are a huge deal. The only people who would say they aren't, have not tried the Quest 3. The pancake lenses are transformative. The entirety of your peripheral vision is clear, which allows for natural eye movement when scanning an environment. As mentioned before, the decision to go with frenal lenses greatly diminishes the impact that eye tracked foveated rendering can bring. I'm getting a PSVR2 as well so i accept its shortcomings in this department.
 
The lenses are a huge deal. The only people who would say they aren't, have not tried the Quest 3. The pancake lenses are transformative. The entirety of your peripheral vision is clear, which allows for natural eye movement when scanning an environment. As mentioned before, the decision to go with frenal lenses greatly diminishes the impact that eye tracked foveated rendering can bring. I'm getting a PSVR2 as well so i accept its shortcomings in this department.

What's transformative is not playing on mobile hardware and having eye tracked foveated rendering

Once psvr2 is in place it looks clear
 
What's transformative is not playing on mobile hardware and having eye tracked foveated rendering

Once psvr2 is in place it looks clear

Ive owned psvr1 and now 2, and assassins creed does not look mobile at all, and it's the first quest 3 game, actually it runs on quest 2 which is more impressive.

But Pcvr on quest 3 is what is fucking great though. I've been playing cyberpunk/titanfall 2 VR recently and I'm not looking forward to going back to psvr2 lenses and wired. Even though re4 will be great and worth it.
 
What's transformative is not playing on mobile hardware and having eye tracked foveated rendering

Once psvr2 is in place it looks clear
I should have figured that you would take the conversation somewhere else, because your initial position was pretty uninformed. There are concessions for every decision made. The lens choice was a huge concession. PSVR2 is an awesome kit for sure, but if you have experience with other headsets, it's flaws are immediately apparent. Again, this isn't a either or thing, PSVR2 can be great even with its flaws and questionable decisions that went into its design.
 
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I should have figured that you would take the conversation somewhere else, because your initial position was pretty uninformed. I didn't even bring up the advantages and disadvantages of a halo strap design, there is not one solution that is better all around.

It's not an uninformed post. Unlike you, I own a PSVR2 and have owned headsets without frenal lenses. Once you get into the sweet spot it's simply not a major issue, certainly far less important than those other factors I mentioned.
 
Ive owned psvr1 and now 2, and assassins creed does not look mobile at all, and it's the first quest 3 game, actually it runs on quest 2 which is more impressive.

But Pcvr on quest 3 is what is fucking great though. I've been playing cyberpunk/titanfall 2 VR recently and I'm not looking forward to going back to psvr2 lenses and wired. Even though re4 will be great and worth it.

I would never look forward to an unwired experience if it introduces artifacts and latency. It's fine for something like Playstation Portal, it's not fine for a VR Headset.
 
The lenses are a huge deal. The only people who would say they aren't, have not tried the Quest 3. The pancake lenses are transformative. The entirety of your peripheral vision is clear, which allows for natural eye movement when scanning an environment. As mentioned before, the decision to go with frenal lenses greatly diminishes the impact that eye tracked foveated rendering can bring. I'm getting a PSVR2 as well so i accept its shortcomings in this department.

I agree but I also think for VR games I find the PSVR2 just as immersive as the Quest 3. The lack of edge to edge clarity doesn't negatively impact me that much in a VR game. At least not AAA games like Village / RE4. Maybe some instances of text being annoying, but in the game world itself, your peripheral vision is naturally less focused than what's front and center - the sweet spot.

That said the Quest 3 is a massive improvement over clarity from PSVR2 I'd agree.
 
I would never look forward to an unwired experience if it introduces artifacts and latency. It's fine for something like Playstation Portal, it's not fine for a VR Headset.

Quest 3 plays great wireless for me via PC VR over Steam Link or Virtual desktop. No artifacts at all, no matter how much motion I put at it (spinning fast circles, particle effects over the whole screen, etc).
 
Quest 3 plays great wireless for me via PC VR over Steam Link or Virtual desktop. No artifacts at all, no matter how much motion I put at it (spinning fast circles, particle effects over the whole screen, etc).

I find that hard to believe, but I don't have a gaming PC anyways, so getting a quest would be of little use to me.

How can remote play in general bring artifacts and latency but Quest 3 somehow doesn't in a huge VR environment where latency is key?
 
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I find that hard to believe, but I don't have a gaming PC anyways, so getting a quest would be of little use to me.

How can remote play in general bring artifacts and latency but Quest 3 somehow doesn't in a huge VR environment where latency is key?

Not sure what you mean, but the latency for encoding is like 1ms, and decoding around 9ms I think. I don't even have the fastest PC or WiFi 6, but I have no trouble getting used to the latency of Half-Life 2 wireless. To me it doesn't feel any different than RE:Village felt on PSVR2 and that was wired.

Visually I can see no artifacts either, again and I have played a number of wired PSVR2 games. The biggest difference I notice on Quest 3 is the lack of HDR/OLED/blacks. And lack of mura from PSVR2/better clarity.
 
Not sure what you mean, but the latency for encoding is like 1ms, and decoding around 9ms I think. I don't even have the fastest PC or WiFi 6, but I have no trouble getting used to the latency of Half-Life 2 wireless. To me it doesn't feel any different than RE:Village felt on PSVR2 and that was wired.

Visually I can see no artifacts either, again and I have played a number of wired PSVR2 games. The biggest difference I notice on Quest 3 is the lack of HDR/OLED/blacks. And lack of mura from PSVR2/better clarity.

The Playstation Portal introduces around 80ms of latency
 
The Playstation Portal introduces around 80ms of latency

Oh, I only get around 50 at worst (though some people say they don't believe VD numbers), and again my setup isn't ideal, I do believe you could get it quite a bit lower with better equipment. But it really doesn't matter much, because either way, the experience I've seen with it so far is identical to how it looks and feels wired in a FPS like RE:Village. I do think those types of games are more forgiving though, but it all just feels totally great, nothing seems delayed to me. I haven't put a ton of time in to PC VR yet, but I don't think I'd have been able to walk around and play Half-Life 2 for an hour without issue if things weren't ok.

I wonder if Chiaki has less lag than PS Portal? I know just the OLED in general offers benefits from what I've seen - Steaming on the OLED looks much clearer than the LCD for instance due to how much faster OLED refreshes.

But that HDR. Damn if I'd ever give it up. I'll take the OLED Deck with Chiaki + HDR over the Portal any day myself.
 
It's not an uninformed post. Unlike you, I own a PSVR2 and have owned headsets without frenal lenses. Once you get into the sweet spot it's simply not a major issue, certainly far less important than those other factors I mentioned.
You are conflating "major issue" with vastly inferior. If you would take off the fanboy armor for a moment, I am not attempting to attack the PSVR2. I am pushing back against your assertion that the lenses "are not a big deal". If this were the case, you wouldn't have EVERY player in the VR space (besides Sony) looking for alternatives. I have yet to come across someone, who has tried good pancake lenses, that would share your sentiment. It's 2023 and the VR market is leaving frenal behind and for good reason.

Edit: wait... lol is the "other headsets without frenal lenses" you own a PSVR1? You are going to attempt to bolster your credibility on the pros and cons of frenal vs pancake based of your experience with a 2016 device. 😆🤣
 
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I agree but I also think for VR games I find the PSVR2 just as immersive as the Quest 3. The lack of edge to edge clarity doesn't negatively impact me that much in a VR game. At least not AAA games like Village / RE4. Maybe some instances of text being annoying, but in the game world itself, your peripheral vision is naturally less focused than what's front and center - the sweet spot.

That said the Quest 3 is a massive improvement over clarity from PSVR2 I'd agree.
If I came across as I was attacking PSVR2, then that's my mistake. The PSVR2 has many advantages over the Quest 3. My point was to express how much better the pancake lenses are, and to imply that PSVR2 would have been much better if it included them.
 
I would never look forward to an unwired experience if it introduces artifacts and latency. It's fine for something like Playstation Portal, it's not fine for a VR Headset.


You can also played wired then, so the option is yet again provided. On top of that, I have the option to play wired, but the consistency of wireless in late 2023 is so good I don't go back. If anything, PSVR2 reprojection is more noticeable than any artifacts I experience playing wirelessly and thats considering people are playiing other games, watching movies on the same network.
 
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I own a psvr 2 and a Quest 3 and personally I still prefer the former because of the better graphics, but I have to admit that even though the psvr 2 lenses have much better colors and blacks I would totally replace it with pancake lenses. Not having to worry about finding or keeping the sweet spot is a big deal.
 
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I own a psvr 2 and a Quest 3 and personally I still prefer the former because of the better graphics, but I have to admit that even though the psvr 2 lenses have much better colors and blacks I would totally replace it with pancake lenses. Not having to worry about finding or keeping the sweet spot is a big deal.
Look up "Nock". It's available for both Quest and PSVR2. Hidden gem for sure and it's only $10 (in the US). I know this was unsolicited, but I'm trying to get the word out so it can have more players. It's ice skating on the moon, mixed with bow and arrows, mixed with rocket league/soccer.
 
I would never look forward to an unwired experience if it introduces artifacts and latency.
VR is a peculiar beast when it comes to latency tolerance.
Headmotion is extremely intolerant to any latency, but reprojection via on-board GPU can mostly eliminate the problem (yes there's possibility of artifacts, but those you get with every wired VR too, just reduced since the latency they compensate is less).
VR interactions (hands etc.) can't be latency compensated - but they are also very tolerant to it. Human body reaction speeds are in 100s of miliseconds - so effects of adding more latency there are relatively minimal.
Controller actions/button presses are the biggest problem - but then - most people see 'true VR' as buttonless and gesture driven - and that's the point above.
 
If I came across as I was attacking PSVR2, then that's my mistake. The PSVR2 has many advantages over the Quest 3. My point was to express how much better the pancake lenses are, and to imply that PSVR2 would have been much better if it included them.

Fair enough. For me the lens situation isnt a deal breaking, yeah it would be more ideal if PSVR2 had a different set-up but for me personally once i'm locked in it looks great and clear
 
Fair enough. For me the lens situation isnt a deal breaking, yeah it would be more ideal if PSVR2 had a different set-up but for me personally once i'm locked in it looks great and clear

Now set a max size cinema mode screen, and play something with text along the edges, preferably white text on a black background. And in a pretty small font. Try and read the text without moving your head, only move your eyes and keep your head centered so the whole screen is visible.

It's pretty much impossible. Any time I loaded up DQXIS full screen in cinema mode all the status/UI text in the corners was actually illegible. On a pancake lens set like the Quest 3, that comes over crystal clear, like as if it were in the center of the screen.

In VR games, not flat games, it's usually not something you encounter, focusing in on the edges of the display.
 
Now set a max size cinema mode screen, and play something with text along the edges, preferably white text on a black background. And in a pretty small font. Try and read the text without moving your head, only move your eyes and keep your head centered so the whole screen is visible.

It's pretty much impossible. Any time I loaded up DQXIS full screen in cinema mode all the status/UI text in the corners was actually illegible. On a pancake lens set like the Quest 3, that comes over crystal clear, like as if it were in the center of the screen.

In VR games, not flat games, it's usually not something you encounter, focusing in on the edges of the display.
What a weird test to suggest for a VR device.
 
What a weird test to suggest for a VR device.

Lots of people use VR devices to act in place of a TV or watch movies though. One of the selling points of the PSVR2 was you could play regular games with it as well, and IMO it doesn't deliver the IQ needed to do that for flat games to a level that I'm satisfied with.
 
Lots of people use VR devices to act in place of a TV or watch movies though. One of the selling points of the PSVR2 was you could play regular games with it as well, and IMO it doesn't deliver the IQ needed to do that for flat games to a level that I'm satisfied with.
Well, unless I'm watching a foreign film that has subtitles on the edge of the screen, I can't imagine it would be too much of a big deal in the grand scheme of things.
 
Well, unless I'm watching a foreign film that has subtitles on the edge of the screen, I can't imagine it would be too much of a big deal in the grand scheme of things.

Most flat games do use subtitles and have text to read... just saying the clarity (lack of) becomes very obvious on the PSVR2 when you move outside VR games.
 
It is one of the cleanest best looking ways to play the original, I think it looks great, especially with how crystal clear it is on the Quest 3!

I found it surprising that even if a game is simple geometrically, that as long as it has steady performance it can be extremely immersive. I stayed away from RE4 Quest because I thought the low polygon count, and aged textures would be an issue. Not at all, it looks great and feels great. IMO

Edit: here is a discount link if someone wants to jump in and give it a shot. www.Linktr.ee/markgulfcoast
Yeah the Quest port of RE4 is incredible. It feels exactly like you've been teleported inside the original game.

I love classic-to-VR experience like that, including the TeamBeef ports or the Half Life 2 port which is now by far the best way to experience the game; I can't even imagine HL2 without it ever again.

The RE4 remake in VR will be impressive in a different way, but it doesn't make the faithful port of the original obsolete or anything. They have different purposes.

The doll house broke me.

I haven't tried it, but since Jeff almost broke me, I think it would be a challenge.
 
What a weird test to suggest for a VR device.
Not at all, our eyes take in an image by darting around, even when our head is in a stationary position. Having to move your head around while keeping your eyes mostly centered to resolve detail, has been a issue that VR manufacturers have been actively attempting to solve. It doesn't take away much when in a true immersive experience, but is an important problem to solve if one is using the headset for traditional flat content.
 
Yeah the Quest port of RE4 is incredible. It feels exactly like you've been teleported inside the original game.

I love classic-to-VR experience like that, including the TeamBeef ports or the Half Life 2 port which is now by far the best way to experience the game; I can't even imagine HL2 without it ever again.

The RE4 remake in VR will be impressive in a different way, but it doesn't make the faithful port of the original obsolete or anything. They have different purposes.



I haven't tried it, but since Jeff almost broke me, I think it would be a challenge.
If you have not yet, download the "Jedi Knight II" pack from sidequest. It's really done well, and handling a light Saber in VR is always awesome.

Edit: I forgot you have to own the game already, it's pretty cheap on gog or steam
 
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Oh, I only get around 50 at worst (though some people say they don't believe VD numbers), and again my setup isn't ideal, I do believe you could get it quite a bit lower with better equipment. But it really doesn't matter much, because either way, the experience I've seen with it so far is identical to how it looks and feels wired in a FPS like RE:Village. I do think those types of games are more forgiving though, but it all just feels totally great, nothing seems delayed to me. I haven't put a ton of time in to PC VR yet, but I don't think I'd have been able to walk around and play Half-Life 2 for an hour without issue if things weren't ok.

I wonder if Chiaki has less lag than PS Portal? I know just the OLED in general offers benefits from what I've seen - Steaming on the OLED looks much clearer than the LCD for instance due to how much faster OLED refreshes.

But that HDR. Damn if I'd ever give it up. I'll take the OLED Deck with Chiaki + HDR over the Portal any day myself.
On PSVR2 there could be some constraints needed for eye tracking, which needs to be fast on the rendering pipeline even for 120 fps games (which have a frame rendering time of around 8 milliseconds, and the rendering pipeline needs to track the eye position and send the input position to the rendering pipeline before the actual rendering starts, so in the initial moments of those 8 milliseconds. In order for it to be possible, accurate coordination per frame is needed, or multiple high frequency eye samples per second, at least 240 to 480). While 20 milliseconds of latency are enough to avoid perceivable latency in VR, eye tracking for foveated rendering needs to have much lower latency (especially for 120 fps games). Since PSVR2 target is next gen fidelity VR, the tech itself could be engineered around that goal before anything else. And after all, the fact that a 500 dollars console ios able to produce the best versions of many VR games like Saints&Sinners and others, even compared to their 3080 versions on pc, is in itself a huge success, and more than I hoped for. What I'd like to see different would be the presence of pancake lenses which don't hamper OLED luminosity (if they exist), and wide support for hybrid games. That would make this PSVR gen perfect.
 
On PSVR2 there could be some constraints needed for eye tracking, which needs to be fast on the rendering pipeline even for 120 fps games (which have a frame rendering time of around 8 milliseconds, and the rendering pipeline needs to track the eye position and send the input position to the rendering pipeline before the actual rendering starts, so in the initial moments of those 8 milliseconds. In order for it to be possible, accurate coordination per frame is needed, or multiple high frequency eye samples per second, at least 240 to 480). While 20 milliseconds of latency are enough to avoid perceivable latency in VR, eye tracking for foveated rendering needs to have much lower latency (especially for 120 fps games). Since PSVR2 target is next gen fidelity VR, the tech itself could be engineered around that goal before anything else. And after all, the fact that a 500 dollars console ios able to produce the best versions of many VR games like Saints&Sinners and others, even compared to their 3080 versions on pc, is in itself a huge success, and more than I hoped for. What I'd like to see different would be the presence of pancake lenses which don't hamper OLED luminosity (if they exist), and wide support for hybrid games. That would make this PSVR gen perfect.

True - I've also wondered how foveated rendering would translate to a wireless headset. But regardless, even with it, as incredible as the AAA PSVR2 experiences are - it is not enough. I personally think RE:Village looks the best in VR I've ever seen it, it just gets so much for the immersion in VR that the concessions it makes to get there are paid back 100x for me.

But they still have concessions. Even with ETFR (eye tracking foveated rendering) it runs with lower settings I've been told than the console version, and runs at only 60 fps, and is sub native (though fairly close) and has aliasing issues. Compare that to a PC which could run it at 120fps - or more, and at a near infinite resolution and with Beamdog's mods also get it running in VR.

Then look at Horizon CotM. Another AAA using ETFR, and another game with real nasty reprojection, 60fps, terrible TAA that softens the shit out of the IQ and also is subnative. All the pretty colors, heights and ETFR in the world can't get it running at 120fps or above native res - like Red Matter 2.

Finally, the last AAA GT7, well, it's quite clear it provides quite the experience in VR, it's unfortunate that the ETFR doesn't allow it to run at a higher resolution, better framerate or with more detail. Once again, compared to the console version, you can definitely see concessions are made (especially now that the console supports high framerate VRR). Plus I've been told before that GT7 isn't the be-all end-all for racing VR graphics and PC VR has it beat as well.

So no, I don't think the PSVR2 trumps the PC VR running of 4000-series GPUs. Certain games may not be taking advantage of the PC hardware, and if RE4 VR was also being released on PC VR, it would be better than on the PS5. 120 fps, as high res as you want, and more/higher quality graphic options, all without ETFR.

And I say all this as someone who owns PSVR2, has beaten Village 100% and will play RE4 VR upon release and finish it as well.

PSVR2 would greatly benefit from next year's PS5 Pro. All these AAA games that run at 60 w/ reprojection could very well run at 90fps without it and be received even better, as many people cannot tolerate reprojection in VR (I am not one, but it is often remarked).
 
An american team (Armature Studios) developed the RE4 VR port for the Quest. It is one of the best ports/games on the platform. I can't find confirmation on who exactly is working on this port, but we don't know if it's a Japanese team atm.
It's Capcom CGD1 themselves. Armature developed the RE4 Quest 2 port because it was licensed to (and funded by) Meta. They even published that specific version.
 
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It's Capcom CGD1 themselves. Armature developed the RE4 Quest 2 port because it was licensed to (and funded by) Meta. They even published that specific version.
I couldn't find info pointing to any dev team. That's dope though that their team is working on it. Not taking anything away from Armature, because they did an awesome job.
 
How amazing would it be if the next mainline RE Gabe is VR enabled at launch?
It will probably be, it was the case for RE7. PSVR2 still wasn't around when RE8 came out, and you could say the VR team was busy with that game, so that's why they couldn't get RE4R at launch.
 
So no, I don't think the PSVR2 trumps the PC VR running of 4000-series GPUs. Certain games may not be taking advantage of the PC hardware, and if RE4 VR was also being released on PC VR, it would be better than on the PS5. 120 fps, as high res as you want, and more/higher quality graphic options, all without ETFR.
Maybe? But there doesn't seem to be much in the way of evidence to support this claim, and a surprising amount of evidence against it. Games literally look better on PSVR2 vs any PC equivalent. Just admit the large advantage that foveated rendering gives to PSVR2.
 
Maybe? But there doesn't seem to be much in the way of evidence to support this claim, and a surprising amount of evidence against it. Games literally look better on PSVR2 vs any PC equivalent. Just admit the large advantage that foveated rendering gives to PSVR2.

You can play RE4 on PC today, in higher quality than the PS5 runs it, I don't think you need any evidence, that is pretty much a given - PC >>>> PS5. Framerate, res, graphic options - yeah, a $1000+ GPU is going to beat an entire console at half the price. Beamdog's mod takes the RE/Unreal Engine games to VR, so it is still the same PC game with all the PC settings, at higher quality.
 
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You can play RE4 on PC today, in higher quality than the PS5 runs it, I don't think you need any evidence, that is pretty much a given - PC >>>> PS5. Framerate, res, graphic options - yeah, a $1000+ GPU is going to beat an entire console at half the price. Beamdog's mod takes the RE/Unreal Engine games to VR, so it is still the same PC game with all the PC settings, at higher quality.
Are you referring to PrayDog? If so, you're the first person I've found who is not turning the settings way down for performance.
 
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Are you referring to PrayDog? If so, you're the first person I've found who is not turning the settings way down for performance.

Yeah, my bad, but what I'm saying is right now - you can play RE4 Remake at 120fps on a PC with all Ultra settings, far beyond what you get from a PS5. So given that, that a PC runs circles around the PS5 - why would I ever believe a PC running the same exact game on the PS5 would suddenly lose all that advantage? Even if you dial back settings, they will still be higher than the PSVR2.

If you put the combination of settings on the PC with 4K resolution, 120fps, higher options (all ultra, etc), as a 10/10, and the PS5's settings at 60fps etc as a 6 or 7 / 10, then why would the game suddenly run better in VR? The system itself cannot match a PC, so the same game running in VR on both systems would inevitably run better on the PC.
 
Yeah, my bad, but what I'm saying is right now - you can play RE4 Remake at 120fps on a PC with all Ultra settings, far beyond what you get from a PS5. So given that, that a PC runs circles around the PS5 - why would I ever believe a PC running the same exact game on the PS5 would suddenly lose all that advantage? Even if you dial back settings, they will still be higher than the PSVR2.

If you put the combination of settings on the PC with 4K resolution, 120fps, higher options (all ultra, etc), as a 10/10, and the PS5's settings at 60fps etc as a 6 or 7 / 10, then why would the game suddenly run better in VR? The system itself cannot match a PC, so the same game running in VR on both systems would inevitably run better on the PC.
You can run it at those settings on a 2D screen. Not in VR though. You would need to spend about 2k on a GPU that came out long after the PS5 came out (at $400) just to compete. Thats the advantage of FR. If you're not impressed by that I don't know what's wrong with you.
 
You can run it at those settings on a 2D screen. Not in VR though. You would need to spend about 2k on a GPU that came out long after the PS5 came out (at $400) just to compete. Thats the advantage of FR. If you're not impressed by that I don't know what's wrong with you.

I am impressed and you're right, PC VR costs a fortune to compete - but money isn't really relevant when just talking about what is/could be faster. A top-of-the-line PC VR system is going to be faster than PSVR2, and more so the further in to the future we go.

And as amazing as FR is, clearly it is not enough. Even with FR, PSVR2 does not get 90 or 120fps or above native resolution (or even native resolution) on these AAA ports. Instead it has reprojection, which people hate.

HL Alyx came out 3 years ago, many say it looks better and it runs better than these AAA ports with FR, and Alyx even without FR does not have reprojection, it is a AAA game that can run 120fps native and above native resolution at the same time on PCs.
 
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