We've revisited No Man's Sky a number of times over the years. It only seems fair to check in every once in a while considering how much changes with each major update. The latest of these, Fractal, adds full PSVR2 support, allowing you to explore planets, space stations, and everything in between within Sony's new headset.
The initial impact is pretty amazing. With visuals vastly improved over the PSVR version, No Man's Sky in PSVR2 looks much better, although there is some softness to the overall image compared to the TV version. That said, observing the scale of this sci-fi universe first-hand is often breathtaking. Climbing aboard your starship and blasting into space, with enormous planets ahead and asteroids surrounding you — it really does feel gigantic. It's worth booting up Creative mode and just waltzing around, soaking in the sheer scope of it.
Gameplay-wise, this is the entire experience as you know it, only with some smart new interactions to keep you immersed. For example, you can equip your Multi-tool by reaching over your shoulder, while the inventory and quick menu are accessed via a wrist-mounted display. We found the latter a little finicky, but when it works it's a great use of the PSVR2 Sense Controllers.
It's all an effort to make the game more tactile. Though it might take a while to get used to the UI changes, this version of No Man's Sky feels just as playable, and again, it really drives home the scale of everything. Finding a huge cave or bizarre alien creature is just more exciting in PSVR2.
On top of all that, there's good use of haptics in the controllers and the headset, and there are decent comfort settings. The default movement is teleportation and snap turning, but you can toggle smooth motion if preferred. While in some ways, the game's complexities make it potentially overwhelming to play in virtual reality, the end result is great once you get used to it. For a slight sacrifice in image quality, you're getting a deeply immersive experience which plays into that sci-fi fantasy more than ever.
Comments ( 34 )
I leapt into this one all excited after getting the headset day one. I immediatly pumped the breaks when i saw the visuals and integrations were quite subpar (e.g no difference from PS4 pro version). Im going to hold off until i see an uppdate..
Thanks for the review. I tried this on PSVR2 and I was a little confused as it did not give any instruction on how to use some of the controls. I used a previous save, so I think I need to start over. I hated the movement with the teleportation, so I am very happy to hear that can be switched to normal. I guess I will just need to get used to the controls. But, one cool thing...using the jetpack for the first time is pretty awesome. Truly feel you lifted off.
Agree with others that this certainly isn't a tech demo for the hardware from a visual perspective, and I find the UI and general controls very cumbersome.
I loaded it when I got my headset, played for a bit and haven't gone back.
Fair play to them for even making this adaption though. Not an easy task.
If I'm honest I don't find this type of game immersive to the extent I'd want to be locked into that world via VR for hours on end. It's more like Snow Runner in that it's a game I'd chill to whilst listening to a podcast or watching TV.
Definitely needs an upgrade for PS5/VR2, the visuals can be painful at times. The immersion can be fantastic though, and some biomes and objects visually appealing, but large amounts of the game, amounting to entire planets, can make you feel like you are inside a PS2 game. Which is still somewhat amazing, but not what the hardware deserves.
Game did not get more over the PS4 Pro version sadly. Only change is haptiks and controlls. I will wait for a fidelity upgrade. They will deliver as always. Just have to be patient.
I agree that the visuals were a little disappointing, especially how blurry npcs are when more than 10ft away on a space station (in comparison to pcvr where they are always crystal clear for me).
A major tracking issue I have with psvr2 is when bringing your left hand to left temple to enter scan mode. It goes completely haywire and my hand flies off into space. Same happens in Village when trying to look down the rifle scope. I hope this isn't a hardware flaw as the inside-out tracking on my Rift S never had these woes.
I still think it's worth a play if you've just got your headset. So much content added since NMS launch
@Wolfie_Pie
That’s very strange about your tracking, I’ve never had an issue on any game, including all the games you mentioned. Maybe we have different arm lengths or something, and yours may go out of camera view(?).
It’s concerning though because I can put my hand completely behind my back on something like a horizon, and the gyros and accelerometers are great at keeping a general position until back in view, so the software seems to be good in that respect (not sure if it’s system level or done by devs individually).
For you, does it also happen with your right hand if you switch the way you hold the gun for example? Maybe you have a dodgy controller.
I love NMS but I certainly wouldn't say the visuals are vastly improved over the PSVR version past close objects or your hands.
While I appreciate Hello games for the constant support and free updates, there are a lot of people who bought this specifically for PSVR2 hoping that it would deliver on some of the promised 'visual fidelity' upgrades, which I don't believe it hasn't delivered on. Needed a bit more time in the oven, and implementation of foveated rendering, appreciate this is easier said than done and it's still a brilliant game though.
I got it on sale about two weeks ago and put in almost 70 hours. Loving it. You can start to feel the gameplay loop, but it still has the ability to surprise me, like a planet filled with bubbles (which I renamed to Bubbleton Prime). Certainly got my money’s worth. If you like games like Subnautica, it has a similar feel
Easily my most played PSVR2 game ftom a catalogue of about 10 titles. I understand the blurriness criticism, but I've had no other problems, and I've easily sunk about 30 hours into a new PSVR2 save. Each his own, I guess
@thefourfoldroot1 It very well may be faulty controllers, I've had other issues like movement stopping dead if I use both sticks simultaneously but push the right stick slightly upwards while rotating (that may sound like an edge case, but it caused me a great deal of woe during combat in Village and to a lesser extent in NMS). Hopefully I can hassle Sony for replacements without jumping through too many hoops
The graphics on this are definitely not one of the "Pros", however for those that tried it on day one and haven't tried again, you may want to give it another try. They did release a patch which, didn't totally "fix" everything wrong with it, but at launch even objects up close, like your mini refiner looked like Minecraft objects, and ground textures looked like they were from PS2. The first patch since fixed a texture tessellation issue with PS5, so the ground textures no longer look like they're from Quake 1, and objects immediately in front of you, while still extremely soft, no longer looks extremely blurred out. Anything outside about 10 feet though is still pretty blurry or low res and falls very short of the Fractal Patch note that specifically talks about PSVR2 graphics enhancements, is not quite as it seems. It does have long draw distances (not much pop in), and now with tesseleation fixed, better textures. I don't know if it's using SuperResolution like it says, but it's still clear PS5 can do much better than what is currently being done. It's a real shame and I hope they fix it, but after 4.12, at least it's playable but underwhelming vs the launch condition were it was Minecraft in Space and kind of offensive.
I still dream of MUCH better visuals here, the hardware can do it, but I'm not sure I see them intending to improve, and plenty of PC VR players have said that's just how the game is except if you're using an nvidia card with DLSS.
In it's current (less bad than at launch) state, I still see myself sinking some time into this one now with the first improvement. And will still hope for better.
The other game that hangs on the visual wall of shame is Light Brigade, which is, IMO, one of the best games right now, but the visuals look like they're struggling on a base PS4 running at 540p, and I do not know why. The LB devs says they're implementing foveated rendering, (even though LB shouldn't need it for its simple visuals to run well), but I don't believe Hello's engine for NMS could easily implement it.
NMS....visually it's definitely very.....ok-ish? now. But I'm still hoping they intend to clean up the image more, it's very fun to play in VR, it'll be the game I sink hundreds of hours into along with GT7, but the visuals still kill the immersion.
Looks worse than base PS4.
I'm going to wait till they improve the visuals and let you control your ship with the analogue sticks.
Pass for me. This month, will be all about Resident Evil 4's VR Content, and Switchback. And I'll admit, after completing the RE4 demo, I couldn't help but slightly underwhelmed, but that's only because i've plunked in 3 hours of RE8: Village on PSVR2, and it's been incredible ...Playing RE4 on a 65" Flat screen @60fps with analog stick aiming doesn't have a chance in hell at competing against PSVR2 when it comes to throwing the player IN the game, stereoscopic 3D, full scale characters & environments and 1:1 motion aiming(plus manually reloading) regardless of the compromised resolution & Core graphics.
If RE4's main campaign offered the following above I'd be singing a different tune. Great demo regardless, but we know the story and where it's heading. Parrying enemies attacks with your combat knife(which can be broken over time) is a solid addition to the game play and bumps the stragety and game play mechanics up even further.
Graphics look excellent as expected(especially the foreground environmental effects with tree branches and the like sweeping behind Leon as he's trudging through those nightmarish environments) etc, but I dont know. It's not going to be some next gen/next level fantastical jaw dropping spectacle of a gaming experience the way Village is in VR.
Plus, the biggest thing going against RE4R, is that it's not reinventing the wheel like the 2005 original did. The GCN original was revolutionary to the 3rd person genre, and it broke the mold and deviated away from the traditional fixed camera Resident Evil formula. it was truly special when it debuted. As of now, RE VIllage on PSVR2 is the current Resi' super star imo
@AdamNovice TBH the virtual flight stick is really reliable, I don't think the analog sticks are needed. Or as much fun. It's not Ace Combat, so you don't need super delicate combat precision.
But the graphics.......yeah... IDK if it'll actually ever be updated, but it would be....really nice. The texture update after initial launch definitely helps it not be horrible but it's also not visually excellent , either.
Wish I could get my money back. Awful graphics, menus are extremely cumbersome. Least favorite PSVR2 game so far. Get Gran Turismo and pistol whip and call it a day.
@p1nr0d
I felt the same way about Tetris Effect. The devs really half a**ed the VR effect strictly in terms of the environments. It's like staring at flat wallpaper with 3D VR particals blasting in your face. It doesn't look nearly as clear as i thought it would either.
@NeonPizza my Tetris effect is one of the best games in 10 years. My only problem with it in vr is you have to focus on the 2d board do much you almost never actually see anything 3d. It's a shame but it's still great
@thefourfoldroot1 IDK about nms at this point making improvements but I mentioned Light Brigade and that games getting great support. They just updated to a new patch today and the patch notes are loaded with big qol. Improvements, and on psvr2 they boosted it to native 90fps, AND improved the sharpness to not be a blurry mess. WAY more playable now. It's not perfect yet, but they said foveated is coming in a future update. Theyre also releasing more biomes and new enemies over time. Qol tweaks for buttons, restocking ammo etc. Still not perfect. had to shoot hoverdog at least once lol. I'll never love rogues. I didn't quite get into Hades despite the hype. But lb hooked me for now. In a way returnal didn't. It isn't the prettiest game, but it still will get better in the future with foveated coming (they just added for quest pro and are working on it for ps). I think I'll never go into tons of repeat plays deep into the rogue but there's enough grinding for upgrades and unlocking new classes, and as a shooter it's really intense. I can't believe I like a rogue, I wrote out off at launch but I think it's one of my top 10 vr games now in a list with gt7, nms (despite the gfx), sw, etc.
https://funktroniclabs.notion.site/Update-1-Community-Feedback-Patch-d0d29d95826e49b0809b48d5ed5fd170
Saldly all the recent nms patches have been big fixes with no mention of foveated. It could really benefit from that
I bought the bartending game btw. I actually love it! Like a vr Overcooked kinda.
@NEStalgia
Thanks for the update on light brigade. I too am not that into roguelites. Although I did love Children of Morta, that one really got its hooks into me due to the constant progression, good story, and interesting yet achievable trophy campaign. It’s on Extra if you have it. Definitely worth a play if you can get back into flat games at all (I’m having difficulty going back to Hogwarts).
I’ve already decided to pass on NMS for now. Maybe in a couple of years if they really improve it and add content. I just ruined it for myself by finishing it pre-VR.
I got the plat for CotM yesterday, so am moving on to something else today. Can’t play Resi until they add trophy support which is really disappointing, bored of Kayak for now, so might have to get into Demeo (a bit tricky, as it’s a great game but really designed for co-op fun) or buy something else that I can knock out before Switchback arrives next week, or that isn’t too involved. I’m thinking cave digger 2 sounds addictive even though it’s also a roguelike. Maybe the bartending game is a shout, but was thinking of the Moss games too…
Sitting in and looking around my favourite starship's cockpit: brilliant.
Wandering around my lovingly crafted bases: awesome.
Getting a headache because it's the blurriest game I've played on VR2, and struggling to pilot my ship because you have to hold a virtual throttle and stick awkwardly in the air in front of you: no thanks.
There's nothing immersive about making your arms ache while pretending your sense controller is a stick that's actually attached to something. Patch in standard controller support or allow the flight controls to be changed to normal inputs otherwise I don't have the desire to go back to this.
@NEStalgia have to respectfully disagree on the flight stick business - hate it 😞
Maybe it's fine if your most used starship is one of those that steers like a boat but the manoeuvrability stat on my main is really high. Besides which it just doesn't feel great or all that accurate imo.
Been playing the Moss games, Call of the Mountain, and RE8 first and I've been saving NMS until the end...cannot WAIT to play it again on VR2. It was soooo ugly on VR1 and the controllers were beyond bad but the game was so awe-inspiring I couldn't stop playing. This is gonna be epic......
@NEStalgia
I just feel like the developers wasted their chance at truly taking advantage of what VR has to offer.
The ocean floor in the first stage for example, has zero depth. Just a few big flat rocks on sand, it looks like 2D/wallpaper. I would of never of let that slide if i were in charge and oversaw everything. Could it of been that difficult to make everything in the environments 3D? It's VR for jeebs sake.
Nothing against the music or gameplay, it's great! I'm just really disappointed by the environmental Wallpaper-effect.
@thefourfoldroot1 Yeah I'm having that problem with flat games too. I keep telling myself I want to put the vr down so I can finally get into hfw and finish kiwami 2..... And then I it just seems so simple and bland and then pick up vr and play..
I think I have to ban myself from vr for a few months if I'm ever to get through the games I planned to!
I'm so a rough spot in brigade...pistoleer class. Going to be a slog grinding that up to lv5 to unlock the next class because I really just suck at managing loading dual wield guns and not getting killed..... Plus pistol aim isn't great and 8 round mags is torture. I'm looking forward to the future foveated patch though. It looks decent now, and it's 90fps. With foveated it can look really good, or get fps to 120.
Yeah nms is a massive grind great, though, so I can see not wanting to do it again if you already platted it. But it's a shame because it like a game thatwas meant for vr... It really just wants to be in vr. Even if the graphics are poop, and they are...
I own nearly everything but horror and zombie's at this point.. vre8 is half price, $20. I'm half tempted yet I know it's absolutely not for me... Really hard to not give into the impulse even though I know I wouldn't play it If you haven't done the moss games you can never go wrong. I will haven't started 2 yet though, still working through replaying 1.
Cave digger is actually shockingly good. And addictive. Also a rogue but I do also like it, and due to it having more of a looter shooter loop or doesn't feel roguelike. More, for lack of better words, diablo like? Kinda?
I didn't think I'd like it a lot but got hooked on it when I last played. It's pretty good. Simple in areas, and wall mining can get tiring, but I didn't know it was as much of a action shooter as it is. They makes it much more exciting than I thought. And already doesn't feel redundant with light brigade which is very challenging and very intens e but less than pistol whip. Cave digger is more relaxed. Bartender I haven't played a whole lot but I love that I've played so far. So much other good stuff to though!
@NEStalgia
I remember back when the OG/launch 3DS game out in 2011(was it?), after being blown away and accustomed to the stereoscopic 3D in titles like Pilot Wings Resort, Super Monkey Ball 3D, Resident Evil Revelations, NES 3D Classics etc, it made going back to my 32" Flat screen CRT seem completely unnatural. That missing piece to the TV puzzle was locked in with the 3DS and it made it difficult to jump or transition back to the CRT, just knowing how much more amazing, immersive and exciting those experiences would be if 3D existed on the TV. The Launch 3DS made it feel as if you were 'looking through a tiny little window into a virtual world'
Flat screen gaming is getting kind of stale, I'll admit. I wish everything were in 3D, and for the vast majority of titles to offer full scale life sized characters and environments, but that's only possible in VR, obviously.
If only the main campaign for RE4 Remake were in VR. It feels like such a massive downgrade giving up RE8: Village VR's life sized characters & environments, 1:1 motion aiming, and feeling if you're in the game itself etc, and going back to a flat depthless 65" OLED with clunky awkward frustrating thumb stick-wiggle aiming will small scale characters. The immersion, fear, intensity and fun factor get completely crippled on a TV by comparison. It feels like a video game, where as in VR it's an experience.
@NeonPizza YEAH! I had that same experience with 3ds as well! That was actually my most used console last gen until switch replaced it. It's amazing how a third dimension made a 4.5"screen seem bigger than a 32"screen. But alas the world rejected 3d, most people turned off the 3d and called it a useless gimmick nobody uses, and half the later games didn't even use it.
When I first got psvr1 I wasn't sure how much I'd like it. My last vr experience was Virtual Boy in 96 and Virtuosity arcade machines Dactyl Nightmare.... I put it on, and the first thing I ran was moss, and I'm just looking around the cathedral, jaw on the floor thinking "omg it's like 3ds but big and all around!"
There's so many big games coming I REALLY want to play and I have a backlog 250 titles deep. Starfield....I wait a decade for a Bethesda rpg and it sounds amazing......... But I've now played Skyrim in vr.... How do play it in 2d? . And I really really want to play hfw. I finished up hdz, got platinum just before vr and the plan was to do cotm then hfw.... But I've now climbed a life size death bringer, and Horus tentacle, and I've looked... Down at little Aloy...... . It seems so underwhelming in 2d. It's like going from a PS5 to a GBA. It's going from a holideck to a PlayStation.....idk how to get excited for it now. Playing bartender in VR is more exciting than fighting snapmaws in 2d
I have to force myself out of vr and do it...... But not this week... 😂
@NEStalgia
I'd say there's a really good chance that they'll spiff up and port over Skyrim VR to the PSVR2. Still crossing my fingers for a few other ports like Astro Bot:RM(The platforming VR holy moly' grail. Being inside that whales belly constantly submerging under the water was one of those gob smacking VR moments for sure, including that Beach Side Boogie stage). ), Resident Evil 7 & Half Life Alex. I'm really excited for Another FIsherman's Tale as well after finishing up the whimsical quirky original last year. And of course, Switchback: The Dark Pictures VR will be arriving this month. I'm sure that's number 1 on your to play list
And ya! the 3DS was absolutely stunning in 3D all those years ago. The hype and build up prior to it's launch after being revealed at Nintendo's incredible 2010 E3 showing had me excited and jumping up and down like a sailor moon school girl. lol
Yet I was really disappointed by the XL & New XL which launched 2-3 years aftewards. The larger screens mucked up the 3D effect somehow, which in return made the image softer, jaggier, and the 3D effect less pronounced, lacking in pop/depth and not as striking. The orginal launch 3DS(Aqua blue being my favorite) was the one to get! And if you had it plugged in the wall with the adapter it came bundled with, it unlocked a higher brightness setting which made the games look livelier and more beautiful.
Ah, the 3DS was such an exciting hand held and it was such a great time to be a Nintendo fan in general...Until the Wii u creeped around in 2012, which was smeared with internet doom & gloom after it's first year. anyways, back to the 3DS! The Stereoscopic 3D, Augmented Reality and Dual touch screens were absolute heaven. Three features which aren't even available with Switch OLED, which honestly makes it feel like a semi generic traditional handheld by comparison.
We also, desperately need a Mario Kart 9 VR. lol Ugh, playing MK8 Deluxe, including numerous flat screen games has become so unexciting and underwhelming, after being so accustomed to VR again. sigh. Once VR can hit 8K per eye, @90fps it will be able to properly compete with the clarity/resolution of a 4K OLED TV. As of now, it's still not a fair comparison and we're far off from dual 8K(7680 x 4320) per eye/displays.
BTW, Apple VR's headset specs supposedly are >
4000x4000 per eye
123d FOV
Micro-OLED + Pancake lenses
Now that's what you call a massive step forward for consumer 'luxury' VR. It's going to cost a pretty penny though. Expect it to be at least $2000-$2500 US. Curious to know how much power it's packing under the hood. Maybe slightly more powerful than the Quest 3's mobile chip perhaps? I'd be more than happy at this point if it could deliver PS3-tier or Nintendo Switch graphics in stand alone mode. Plus, 60fps needs to be abandoned in VR. 90 needs to be the default standard. Not only does 60 look kind of unnatural, but it's always plagued with motion doubling and more motion blur. If I could magically plug that Apple VR headset into my PS5 and use that instead of the PSVR2, combined with the Sense VR controllers i'd be in VR heaven.
I'd rather have less demanding visuals at a rock solid 90fps any day instead of the handful of weird graphical oddities and compromises that were made to get Call of the mountain up and running. Seems like PS3-tier graphics, like Moss & Moss Book 2 can do 90, but anything resembling PS4-like graphics like RE8 Village & Call of the Mountain are locked in at 60.
@NeonPizza I'll still just sad that nobody actually liked the 3d. I'm like you, the third dimension just makes everything more tangible in games. But everyone else just wanted a price drop and a GBA2. So Nintendo stopped caring about 3d, plus the 3dtv fad died fast and that was that. I dream of switch 2 that gives it 3d again but iwata is gone, fun Nintendo is gone. But I still dream of switch 2 bringing back the 3d or a vr base. I like the switch but it's a bit of a letdown in only 2d..
I mostly never touched my PS4 and just played 3ds most of the time even on the couch. Not ironically PS4 started getting more use, including 2d, after psvr launched!
I always regretted getting Cosmo black instead of aqua blue but I made up for it with..idk the color name... Something amnythist? The purple one... My favorite! Though the new xl added eye tracking witch to me was a major upgrade. Yeah the 3d was less impressive but it worked at any angle which to me made it better still.. but I still love my purple!
Lol 8k per eye... 16k rendering at 90fps.. we still can't get 2d 4k with stable resolution and solid 30fps. I think we're looking at ps9 at the earliest for that to happen. And by the time that happens consoles probably won't exist anymore and cloud will be normal which won't be vr friendly. This is why it's still too soon for vr. We need data center hardware just to get good pictures lol.
Lol I thought Apple vr would launch at 1200-1500 and would be doa. Plus what good is 16k if you're running on mobile hardware that probably struggles to render 4k90? At 2000 plus, for a device theres literally no demand for, not only will they be better off tossing it in a landfill with the funco pops, but like virtual boy is actually going to hurt the whole vr market heavily for a decade as the signal that even Apple had a rare failure with vr will ensure no company will touch it or take it seriously.. Instead of the stable niche we have now it'll make it a quick burn tech industry fad that'll be market toxic for years..... Enjoy what we have now before it goes the 3dtv route!
Idk about the simple graphics thing. At first I want to agree. But they more I play horizon the more I'm impressed by how real it is. And the more immune to the weird effects I become. I'd never use smooth turning (ever!) Or Max brightness. But it's really seriously growing on me. And the gfx oddities are beginning less visible. Idk if it's screen breaking in, my eyes adapting, or what, and to either end I've spent a LOT of time in it since launch. Maybe it's just better sweet spot adjustment. But I'm kind of settling in with the hardware. I'm not constantly wishing for better optics anymore. Just like leaning to play vr on general for a lot of people, maybe it just takes getting your psvr2 legs and training your brain to adapt honestly I think I'd prefer psvr2 as is but with a ps6 running everything 120 then quest 3 with better lenses but it's still just a tablet at the end of the day.
Now if Xbox ever partners and supports quest 3 or index THEN things will get interesting
I have over 2000 hours maybe 3000 have not wanted to look for a long while. All in PC VR. Can't talk for PS visuals, I'm using a 4090 to push top visuals on my index so the PS5 is a long way back in power output. But the VR control scheme works very well once you have the hang off it. Just turn off teleportation and use smooth movement. I also made a magnetic dock 3d printed for ship control. I imagine there will PS5 versions on line soon.
You know, this game keeps growing on me. It doesn't look great, but it looks waay better than it did at launch. And playing this in VR is just a treat. It's not the best gfx but it's gameplay vr is meant for. Just getting in my ship, flying to an on planet destination, flying back over my base, docking and watching me land in the middle of my base...... This just can't do that in 2d. At all. It's not pretty but it's amazing.
I'm hoping for a foveated patch and then it's kind of a perfect vr game.
@NeonPizza I forgot to add that in definitely expect astrobot, I mean I think that's the only reason they kept asobi alive for now.
But Skyrim.... Bethesda is Microsoft now, and ESPECIALLY after Sonys asinine antics with the ABK merger....I really am not seeing Skyrim coming to psvr2. I see starfield supporting index only on steam only before I see them doing anything for psvr2. But it's sad because I'd give Todd my spleen for Skyrim anniversary on psvr2...I want it so much much but reeeeealy doubt it'll happen. I can hope for hitman though. I love that series and never played the vr1 version.
Also, seriously, idk if it's my eyes, the screen, the firmware update, or just getting better at finding the sweet spot, but it's really been clear for me most of the time so long as I'm not trying to close focus for too long. Even horizon isn't bothering me, the lens isn't bothering me. The side/filter I can notice depending on the scene and colors but it's really nice to be now.. I'd be content with this set right now. Maybe I don't need crazy good hmds. What I do need is optimized use of the hardware to get better fps. Though right now at least in Nora territory (maybe it's better than carja area graphics wise?) I can live with the occasional game that doesn't have the best fps but can wow in visuals. I think it's a nice trade-off in the library. My opinion of the game really improved. I just fought a Strom bird atop a Horus. It was seriously way more cool than any button mashing with a lot taking them down. I can accept reprojection for that
@NEStalgia
AstroBot will get the expected 2000x2040 per eye, 110d FOV and deeper blacks from Sony's VR2 OLED display, strictly in terms of PQ, which is really nice. But i hope they can somehow get it running at 90fps(Wishful thinking!). But chances are that will never happen since AB:RM seems to be boasting PS4-tier visuals instead of PS3, and we all know how that's gonna play out. 60 to 120 reprojection is the name of the game, which makes me less excited for a port, knowing just how much better it would look running at 90 if a PS5 Pro ever existed.
BTW, i've never touched a Skyrim game in my life, a PSVR2 port(if bathesda wasn't entangled with MS) would of been a great introduction. As for Call of the Mountain, i dropped out during the part where you're climbing around in that mine, while trying to evade a few of those Raptor Robot Dino's(whatever you call them)
Maybe i should give it another chance. I was just so thrown off the bizarr frame rate dipping, motion doubling, lack of S3D pop(RE8: Village is superior in this area), and i was growing tired of the constant climbing. Even thoughthe combat was on rails, i surprisingly had a lot of fun with it. I remember being so disappointed with the opening Canoe ride(theme park-like attraction) It failed to showcase that glorious 3D pop, visuals looked as if they were being masked by a soft veil, character animations were dipping and it never felt like i was really there, compared to the Great white Shark dive VR attraction in PSVRWorlds.
This is the one PSVR2 game which is unequivocally better on a PC in SteamVR where you have better hand tracking and can use a HOTAS for the flight stuff.
Of course there are also games (like Pistol Whip) where PSVR2 with its awesome haptics puts the Index to shame.
@NEStalgia
And yup, console game is getting really stale for me too outside of Nintendo. I just deleted over 95% of my PS4/PS5 collection. I just can't for the life of me get into the vast majority of it anymore, and another key part of the problem is the current state of TV motion. OLED TV's have trash motion clarity & high persistence without black frame insertion.
300p motion resolution slathered in motion blur isn't my idea of fun. it completely degrades the experience and most of the time just flat out breaks it for me, and ultimately makes it feel like i'm gaming through eyes of a drunktard. But that's what BFI is for.
BTW, QD-OLED + Black frame insertion is a CRT and plasma lovers best bet. gaming at 120fps is another good option at creaming motion blur and increasing motion resolution, for titles like DOOM Eternal(PS5), which i still can't get into regardless. I'd blame VR for that, and because DOOM eternal doesn't have gyro aiming.
Samsung QD-OLED BFI jumps you up from 300p to 650p motion clarity(which is close to 720p), and reduces motion persistence all the way down to 5ms from 16ms. the end result is comparable to a 2013 panasonic Plasma, which has average plasma motion. Yet it's still miles better than base OLED motion.
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