Trackside detail certainly takes a hit in the form of more aggressive LOD popping where flat billboard trees are converted to full 3D models in closer proximity to the player. 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. Thankfully, the visual identity of DriveClub is intact here, but some of its more ambitious visual features appear to be absent. 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. The higer resolution certainly results in a sharper image on the PC headsets, but PSVR compares favourably as a result of its RGB layout. 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. In comparison, the Rift and Vive both use a pentile sub-pixel layout which has a negative impact on overall image quality. PlayStation Access' DriveClub VR video does a good job of showing the mechanics of the game in action - though the latency on the social screen in the background is rather high and not representative of actual gameplay.īeyond 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. Even details such as the rear view and wing mirror reflections, which are now fully functional, stand out - there is a subtle depth to the effect as opposed to a flat two-dimensional image pasted onto the mirror surface as we see in titles like Project Cars. The way the sunlight plays realistically off the windscreen as you barrel headlong into the sun cresting behind a distant mountain - simply beautiful. This is assisted by the dramatic lighting and vastness of the world on display. I've spent a lot of time with some of the best PC VR racers and the virtual cockpit always felt 'off', a driving 'uncanny valley' of sorts, in a way that DriveClub does not. ![]() It feels supremely natural and really gives the impression that you're sitting in a car. ![]() The weight of the car and the way this is communicated within the game gives it a feeling that genuinely took me by surprise. ![]() Then we look out across the track - yes, the fidelity of the PSVR headset is certainly a step down from the Rift or Vive, but it quickly shoots to the back of your mind once you hit the accelerator. Technically speaking, a game like Project Cars is certainly capable of displaying more detailed, technically demanding visuals, but one look around the cockpit is enough to demonstrate the gulf in technical artistry - there is simply an element of refinement and realism on display in DriveClub VR that does credit to the sheer quality of Evolution's original work. The first thing that sticks out is the quality of the cockpit itself - the materials and modelling here remain as detailed and impressive as the original release, but now with a genuine sense of place. Sitting down in front of a force feedback wheel, we quickly adjusted the very comfortable PSVR unit and was immediately thrust into the cockpit of a beautiful Ferrari FF grand tourer. It's a classic case of software design triumphing over hardware limitations. From Assetto Corsa to Dirt Rally all the way to Project Cars, it's clear that the gorgeous visual design of the original DriveClub allows the game to stand above its more technically demanding peers. Simply put - this is the most immersive racing game we've played in VR to date. On the face of it, a racing game on PlayStation VR shouldn't stand a chance against a high-powered PC coupled with Oculus Rift or HTC Vive, but after playing DriveClub VR at Gamescom this week, our viewpoint has shifted.
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