- 172
- PV Peninsula,CA
- akira3d
Yesterday, I luckily managed to try the PSVR mode with the latest build of GT: Sport at E3. Though no one has provided any real details of how it will be integrated into the release game, I suspect that the demo implies what we can expect.
In much the same way as previous Gran Turismo's introduced 60fps (GT on the original PlayStation) or 1080i modes (GT4 on PS2), GT: Sport's PSVR mode looks to be more of a proof of concept than full integration into the game. There were only two cars on the track...yours and an AI (I assume that the AI car could be another player, but it wasn't demonstrated this way). As with the earlier efforts, the visuals hold up quite well in VR (car interior...in my case, a top-down Miata...looks as detailed and, in some ways, more impressive than the main game because you have the freedom to look around it, the materials look as they should, there was still noticeable bloom from the sun reflecting off the AI car's paint). Even the mirrors work as one would expect (a better implementation than Project Cars 1 & 2...cockpits that look like someone pasted video on to the surface of the mirrors). I was driving the big track at Willow Springs and didn't notice any significant reduction in environment detail.
I have been a strong supporter of VR in driving games. I've tried Project Cars 1 & 2, Driveclub, Asseto Corsa, and now GT: Sport. All benefit from the freedom to look further ahead into turns and assist with passing as you are much better informed of the proximity of competitor's vehicles. Wearing a VR headset is more comfortable than wearing a racing helmet, so putting it on does not distract from the experience as it might with other types of games. I am really looking forward to playing GT: Sport in VR, but have a feeling that it won't be able to play most of the game from this perspective.
Note that I played GT: Sport from one of their standing kiosks (I didn't have a reservation and risked not getting any time with the game if I wanted to wait for the wheel setups...and I really wanted to try the new Thrustmaster TGT wheel). I didn't experience any motion sickness from playing while standing (which I thought might be an issue). The frame rate was lock solid...not sure if it was running at 90fps or 60 with 120 reprojection, but it felt really smooth (and is likely why we won't see a full grid of cars on the track in this mode).
In much the same way as previous Gran Turismo's introduced 60fps (GT on the original PlayStation) or 1080i modes (GT4 on PS2), GT: Sport's PSVR mode looks to be more of a proof of concept than full integration into the game. There were only two cars on the track...yours and an AI (I assume that the AI car could be another player, but it wasn't demonstrated this way). As with the earlier efforts, the visuals hold up quite well in VR (car interior...in my case, a top-down Miata...looks as detailed and, in some ways, more impressive than the main game because you have the freedom to look around it, the materials look as they should, there was still noticeable bloom from the sun reflecting off the AI car's paint). Even the mirrors work as one would expect (a better implementation than Project Cars 1 & 2...cockpits that look like someone pasted video on to the surface of the mirrors). I was driving the big track at Willow Springs and didn't notice any significant reduction in environment detail.
I have been a strong supporter of VR in driving games. I've tried Project Cars 1 & 2, Driveclub, Asseto Corsa, and now GT: Sport. All benefit from the freedom to look further ahead into turns and assist with passing as you are much better informed of the proximity of competitor's vehicles. Wearing a VR headset is more comfortable than wearing a racing helmet, so putting it on does not distract from the experience as it might with other types of games. I am really looking forward to playing GT: Sport in VR, but have a feeling that it won't be able to play most of the game from this perspective.
Note that I played GT: Sport from one of their standing kiosks (I didn't have a reservation and risked not getting any time with the game if I wanted to wait for the wheel setups...and I really wanted to try the new Thrustmaster TGT wheel). I didn't experience any motion sickness from playing while standing (which I thought might be an issue). The frame rate was lock solid...not sure if it was running at 90fps or 60 with 120 reprojection, but it felt really smooth (and is likely why we won't see a full grid of cars on the track in this mode).
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