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- JDA1982
Depending on how the VR is to be used, i.e. freedom of movement or just looking around from a fixed perspective for example, you need to ensure the player will see things correctly. Beyond making sure the player isn't going to see unmodelled assets due to way VR changes how you view a game, it's mostly a case of getting the controls and perspective right. In principal at least.I have no clue what constitutes something being VR ready. But I’m guessing there has to be some sort of tweaking done.
But that’s exactly my point on why content has been slow to come and/or GT7 was launched with not a lot of content to begin with.
…assuming that GT7 will be VR compatible, and hoping Pd gives us a full-fat version of the game this time; it’s fair to assume that PD was optimizing this game for PSVR2 long before it was even really announced.
👆🏼If that’s not the case (or some version of it). Then I agree with you that we’ll get a stripped down VR version like last time
If you were to build a game from scrath with 3d models from Blender for instance, you can in theory, use those for a VR experience no differently to a non-VR experience. Some game builder programs have a simple VR export function that enables the game to be played in VR with a single click. But for a game like GT7 you want it optomised better than a single click export would achieve.
All of this is assuming the hardware is capable of running what you have created in VR at the fidelity desired. If not, then it's like are optomising a game for different hardware, you have to find the right level of detail and graphical fidelity for the VR experience you want to achieve. That's why in GT Sport there were only 2 cars in the VR races, the PS4 couldn't provide a good gameplay expeirence in VR at the fidelity PD wanted to achieve.
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