Jonneh3003
Banned
There will be online multiplayer right?
I wonder what lag feels like in VR
There will be online multiplayer right?
I'm a little surprised by the comparison to PC VR racing games. While normally you can use the argument sands of combinations of hardware' for limited PC tuning, in the case of VR there are really only two specific targets, so it should be possible to optimise for position/scale etc.
Retrofitting isn't an excuse as driveclub is in the same situation
I dont think the df guys are hardcore racing fans, because they failed to mention VR racing's biggest challenge right now (all current HMDs); Not being able to look ahead properly due to lack of resolution at a distance. It can be rather frustrating to unlearn basic driving techniques.
So when you guys get to play this you'll finally understand why some of us think VR racing is both utterly fantastic fun and complete shit, and at the same time.
You won't have the feeling of actually driving a car just because you have a VR headset on. There's a huge gap between VR and actual driving simulators and even those don't give you the "feel" of actually driving a car, hydraulics and all.
Wut?Can a mod please rename this thread to ' I love driveclub and its the best0r, PSVR is the best thing evar since sliced bread!'
Jebus.... :/
Nope, Neo isn't powerful enough.
Even high end PCs can't do VR at a fidelity matching consoles in non-VR.
Can a mod please rename this thread to ' I love driveclub and its the best0r, PSVR is the best thing evar since sliced bread!'
Jebus.... :/
Why not? The resolution for VR is not even 4k. If anything, there isn't enough money to be made making a game with such detail only to be run on high end Titan X/1080s. Pretty much every game on console can be run on a PC at VR res @ 95Hz.
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.
Now, I'm not saying the graphics are not acceptable, and will be fine for 90% of people, but looking at these games in detail will make it pretty obvious.
Can a mod please rename this thread to ' I love driveclub and its the best0r, PSVR is the best thing evar since sliced bread!'
Jebus.... :/
yeah... it had no turtle shells nor other shitsCan a mod please rename this thread to ' I love driveclub and its the best0r, PSVR is the best thing evar since sliced bread!'
Jebus.... :/
I'm telling you guys, as soon as you start playing, graphic fidelity goes out the fucking window. You are in that world. You don't give a shit anymore. Playing heist was amazing.
Plus, psvr was so comfortable. My God. I never felt like I had something on my head.
My brother could not stop talking about the experience.
You start adding Neo to the mix? Give it some extra horsepower? Up the resolution? Ohh man, I can't wait.
Already have psvr pre-ordered and going to get Neo. Hopefully Neo comes out before vr though to be honest.
certainly not the experience the guy in the OP video had.
Instead of a discussion of a pretty cool game the thread turned into a battleground in just a few posts. Shameful.
I'm keeping an open mind until I can play it myself. This is one of those things that a video won't do proper justice.
I dont think the df guys are hardcore racing fans, because they failed to mention VR racing's biggest challenge right now (all current HMDs); Not being able to look ahead properly due to lack of resolution at a distance. It can be rather frustrating to unlearn basic driving techniques.
So when you guys get to play this you'll finally understand why some of us think VR racing is both utterly fantastic fun and complete shit, and at the same time.
yeah... it had no turtle shells nor other shits
I don't understand what you're referring to..
I'm a little surprised by the comparison to PC VR racing games. While normally you can use the argument sands of combinations of hardware' for limited PC tuning, in the case of VR there are really only two specific targets, so it should be possible to optimise for position/scale etc.
Retrofitting isn't an excuse as driveclub is in the same situation
I was thinking it wouldn't be allowed since you aren't allowed to add features not in the original ps4 version, but since they are in the original non-vr version, that might be allowed I hope.What's the chance that we get a neo-version with weather effects on? Are they allowed to do that?
Nope. I noted that in the last episode. Was at Gamescom all week so I didn't have time.Totally off-topic, but is John not doing a DF Retro video this weekend?
Nope. I noted that in the last episode. Was at Gamescom all week so I didn't have time.
Did you not read the article in the OP or watch the Vid?
Can a mod please rename this thread to ' I love driveclub and its the best0r, PSVR is the best thing evar since sliced bread!'
Jebus.... :/
Sounds like Evolution is well on its way to delivering again. Well done, ladies n' gents.
Yeah, I actually was most blown away by how well async time warp actually works at 60fps. It feels very much like it's running at a higher frame-rate overall.HOLY SHIT.
I didn't expect such overwhelming positivity from these reviews. Especially considering its 60fps and with that reprojection tech instead of actually 90 or 120fps
Yeah, I actually was most blown away by how well async time warp actually works at 60fps. It feels very much like it's running at a higher frame-rate overall.
It was really just an incredible experience that I didn't expect to be that good.
It does.Would you personally say that Driveclub VR sells the concept of 60fps artifical repreojection for the most part? That would solve a lot of the issues related to having to render at framerates far higher than consoles can handle
According the video though, there seem to be quite enormous lag between the guy's head movement and the cam in-game. Color me not excited.
The positive impressions are making you angry? Why?
Yeah, I actually was most blown away by how well async time warp actually works at 60fps. It feels very much like it's running at a higher frame-rate overall.
The video in the article that OP posted
Just a note, reprojection != async time warp. The former is used by Vive and PSVR, but the latter is only on the Rift and Gear VR. The purpose is the same, but the implementation is a bit different.
It does.
The only time you notice the effect breaking is when looking out of the side window at full speed. It's not so much that it looks bad, per se, but you can see a double image effect. That sounds way worse than it is, though, and weirdly has zero impact on head movement as it doesn't impact the image as a whole. Hard to explain but the overall sensation was 95% of what I'd expect at a native higher refresh. More than adequate.
Saying it this way is like saying "if you cap the FPS of a flat screen PC game at 60 there is no difference to the user between using a g-sync monitor and simply using vsync on a traditional monitor." What you say is true, but the advantage of async time warp is that you aren't forced to halve the rendering Hz from that of the display.When used as pure framerate doubling there's no difference to the user. Same advantages and disadvantages in framerate and image quality.
What you say is true, but the advantage of async time warp is that you aren't forced to halve the rendering Hz from that of the display.
I agree with this %100 i demoed psvr for the first time yesterday at best buy,and I played eve valkryie and although the graphics looked like shit i had a fucking blast,I was ready to buy a HTC vive when I was done. Vr is a game changer and has rocketed back up to the top of my mustv have gadget list,go to start saving to get one.I'm telling you guys, as soon as you start playing, graphic fidelity goes out the fucking window. You are in that world. You don't give a shit anymore. Playing heist was amazing.
Plus, psvr was so comfortable. My God. I never felt like I had something on my head.
My brother could not stop talking about the experience.
You start adding Neo to the mix? Give it some extra horsepower? Up the resolution? Ohh man, I can't wait.
Already have psvr pre-ordered and going to get Neo. Hopefully Neo comes out before vr though to be honest.
It's articles like this that cement my decision to forgo getting a Oculus CV1 and stick with my PSVR pre-order. Have the correct scale etc... so that you really do feel you are sitting in a car.
In other words. VR done right.
The world isn't as richly detailed as before, but the resolution limits of PSVR at least help conceal that fact to a degree.
Beyond that, while it's true that PSVR headset uses a lower resolution screen, it's sub-pixel arrangement helps to produce a very clean image while its optics minimise screen-door effect. In comparison, the Rift and Vive both use a pentile sub-pixel layout which has a negative impact on overall image quality. The difference manifests itself in the number of sub-pixels per pixel - an RGB matrix features three, while a pentile arrangement relies on just two. The higer resolution certainly results in a sharper image on the PC headsets, but PSVR compares favourably as a result of its RGB layout.
Ah, I've been using the two interchangeably without actually looking into the differences. Thanks for the heads up!Just a note, reprojection != async time warp. The former is used by Vive and PSVR, but the latter is only on the Rift and Gear VR. The purpose is the same, but the implementation is a bit different.