Stunning VR realism and new AI are game-changers.
This no compromise approach has the potential to provide a truly killer experience, but does it deliver?
rather than the Sense controllers.
Once you sit down and begin a race in VR though, you might not want to ever leave.
The cockpit VR experience here is sublime.
All the work poured into those realistic physically-based materials pays off big time - it’s really striking.
For example, overall track detail is slightly reduced, with less grass and more visible pop-in.
Certain weather effects have also been altered.
The rain particle system, for instance, sees a reduction in quality when used in PSVR2.
Motion blur is also predictably disabled.
GT7 also makes use of foveated rendering - and the implementation is interesting.
The sheer volume of cutbacks and quality reductions was simply too great.
So what about performance then?
Unfortunately, there’s no way to accurately measure frame-rates using the system’s social screen output.
It’s still perfectly playable but a native 90Hz option with further reduced visuals would have been worth testing.
Beyond the racing, there’s a decent amount of other VR content.
This mode really highlights the amazing detail and materials work on display.
This option is available for all cars, making it a great way to appreciate Polyphony’s craftsmanship.
The other big feature added in the PSVR2 update is the Sophy AI.
There’s evidence of real trepidation and caution which I found utterly fascinating.
it’s possible for you to even see small emoji above each vehicle that indicates their current feelings.
Definitely give it a shot, even if you’re not playing the VR update.
Honestly, I can say the same about GT7 in general.