• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.
  • The Politics forum has been nuked. Please do not bring political discussion to the rest of the site, or you will be removed. Thanks.

Digital Foundry: Hands-on with DriveClub VR

serversurfer

Member
Aug 31, 2013
4,962
0
0
I didn't notice anything special or unique about the audio - it sounded like Driveclub with headphones.
You weren't using wireless headphones or anything, were you? You gotta tap directly in to the PSVR cable to get the 3D audio, since that's all done by the breakout box. The TV and any "regular" headphones just get a stereo feed.
 

Frozone

Member
Jun 28, 2015
515
3
255
Because you have to render the world twice plus have the utmost minimum lag possible in your rendering, so now you've essentially halved your throughput budget and your time-to-frame budget is also slashed.

I'm quite sure you can get a 1080/TitanX to render 2160×1200 at 90Hz on any console game --quite easily.
 

Kaako

Felium Defensor
May 20, 2007
25,622
0
0
Yes
apod.nasa.gov
Great impressions, thanks for posting article link. DriveClub VR will be bought.
Also looking forward to that neo version as well if I'm honest. Just how much better/stable can they get it running on a more powerful system? Remains to be seen.
 

AU Tiger

Member
Jan 16, 2014
1,180
0
0
Sounds awesome. I haven't committed to VR on any platform yet but hopefully Neo will be able to run DC VR at the original game's visual fidelity level (or higher?) at a smooth high frame rate.
 

Xdrive05

Member
Nov 1, 2005
7,429
496
1,675
37
This bodes very well for PSVR being the best chance for VR to actually take off as a mainstream gaming modality. You need a highly popular console to be able to power VR effectively. Looks like we might be there now. You also need a cheap headset. PSVR is the cheapest yet. Finally you need the killer app software. Maybe Drive Club will do it. Maybe not. But Sony has the brands to potentially push this thing to a place of mass adoption. We'll see. A good start though, for sure!
 
Jan 27, 2011
7,638
25
660
Nevada, USA
This bodes very well for PSVR being the best chance for VR to actually take off as a mainstream gaming modality. You need a highly popular console to be able to power VR effectively. Looks like we might be there now. You also need a cheap headset. PSVR is the cheapest yet. Finally you need the killer app software. Maybe Drive Club will do it. Maybe not. But Sony has the brands to potentially push this thing to a place of mass adoption. We'll see. A good start though, for sure!

If Sony fucks up VR it can set it back in the eyes of the mainstream for years to come. So it's good these more popular games (i.e, Driveclub, Rise of the Tomb Raider) are getting good impressions on their VR modes. Hopefully RE7 gets there too.
 

mckmas8808

Ah. Peace and quiet. #ADayWithoutAWoman
May 24, 2005
47,602
14,644
2,000
That is inaccurate. It's an issue with the way the video was produced.

The amount of latency when using PSVR is, for all intents an purposes, identical the Oculus Rift or Vive. It feels perfect without any hint of a delay.

This is so great to read. Can't wait!
 

Hoo-doo

Banned
Sep 29, 2011
27,242
39
670
This seems absolutely glowing. Can't wait to try this for myself but then I envision the costs of a proper wheel setup. :(
 

Oppo

Member
Jan 22, 2010
17,540
0
925
Toronto
I was just trying to find out what he was referring to in my post, because his post doesn't correlate with what I was trying to describe.

Let me try again; To sit inside a car in VR feels very natural and totally awesome. However, what low distance resolution does when you actually drive is to force your eyes away (because distance is muddy from low res) from the natural "looking ahead" point (a basic driving technique that everyone should know) and further angled down on the road and closer to the car. And this leads to what was my core point; that interestingly enough this makes VR racing utterly awesome and utterly disappointing at the same time.

HMDs with eyetracking and foveated rendering can't come soon enough.

oh I see what you are saying now. I'm not sure if it matters enough vs the wow factor right now. it's not perfect but "utterly disappointing" seems a bit strong. especially for a circuit racer like DC.

we are long way from foveated rendering. Rez will just have to improve. and for my money I think getting a wireless system is a priority, esp. for room scale. (I kind of wonder if LiFi will play a part for wireless low latency VR.)
 

Caipirinha

Member
Feb 24, 2014
2,231
18
0
The author shouldn't be so surprised, this is what happens when you put world class racing devs behind a game.
 

CrazE

Banned
Apr 20, 2016
297
0
0
Of course, there are going to be sacrifices - after all, the original game operates at 30 frames per second while 60fps is the minimum required for a smooth VR experience. Thankfully, the visual identity of DriveClub is intact here, but some of its more ambitious visual features appear to be absent. The impressive cloud simulation model is eliminated and weather is nowhere to be seen, while the number of cars on the track is reduced from 12 to just eight.

Wonder if Neo they'd be able to keep their weather and cars. Seems like stuff taken away to make it VR possible.
 

Yankee Ruin X

Member
Oct 23, 2013
951
0
470
Reading this and watching the PS Access vid is getting me hyped about my PSVR preorder finally. I also saw IGNs vid for Star Wars VR and that looked good and has so much potential. X-wing battles, pod racing, Speeder Bikes through forests loads of stuff they could do. Now Sony just make Wipeout VR and I will be super happy with my purchase.