Developers detail how Playstation VR 2 improves PSVR 1 ports

Estimated read time: 7 min
Developers detail how Playstation VR 2 improves PSVR 1 ports

Image: Sony

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The launch of the Playstation VR 2 will be marked by a lack of brand new VR games, but the developers explain why their PSVR 2 ports still look new and can be a boon for the launch of the VR headset.

Sony’s long-awaited Playstation 2 VR headset is less than a month away from release, but some excitement is dampened by a mixed lineup of launch games. Out of a total of 27 VR games that will be available on PSVR2 launch day, there is exactly one new exclusive title, Horizon Call of the Mountain.

The second new exclusive title, The Dark Pictures Switchback VR, has just been delayed to March 16, 2023. All other PSVR2 games are either ports of popular VR games or VR versions of previously released Playstation games like Gran Turismo 7 or Resident Evil 8: Village.

Although Sony doesn’t offer backwards compatibility with PSVR 1 like the PS5 does with PS4, that doesn’t mean PSVR 1 games won’t be released for PSVR 2. Playstation VR games may be reworked by studios and re-released for PSVR 2. Few offer free updates. Some developers have now commented on the quality of their ports to Gamesindustry.biz.

Does Lack of Backward Compatibility Make for Better Ports?

For Enhanced’s Mark MacDonald, PSVR 2’s lack of backwards compatibility is an advantage for their games: “What’s great is that it’s kind of the excuse we needed to go back and do a full PS5 release,” he explains.

“We’re really excited because the ‘superficial’ things like resolution and frame rate really matter in games like Tetris Effect: Connected and Rez Infinite, where the synchronization of sound and images and their sharpness are extremely important and are a big part of the experience.”

The Playstation VR 2 is equipped with 4K HDR OLED displays with a resolution of 2000×2040 pixels per eye. By comparison, the PSVR’s single OLED display had a resolution of 1920×1080 pixels, or about 960×1080 per eye. There was also a screen door effect which blurred the overall picture. According to early previews of PSVR 2, this should be almost invisible in the successor.

Moss and Moss: Book 2 are two of the games that will be released when PSVR 2 launches. Both have already been released on PSVR. At least in the case of the first part, a revision and adaptation to new material was inevitable, according to lead designer Josh Stiksma.

“To the best of our abilities, we always want to bring players with us when we can, but I think there’s just a lot of technical changes that go into the new hardware,” he says. “The obvious big issue that comes into play now is that this is a game that involves two hand-tracking controllers, rather than a single DualShock. Basically the input needs to change to handle this.

While Moss relied on the DualShock 4 controller’s light bar for tracking, the PSVR2’s Sense controllers use much improved infrared technology. PSVR 1’s unreliable light bullet tracking is a thing of the past.

Eye Tracking and Sense Controllers offer new possibilities

Many PSVR 1 games have also been released for PC VR or the Meta Quest (2). However, according to the development teams, the next versions of PSVR 2 are not simple ports. Due to the features of the new Sony headset, games could be significantly improved.

For example, the new eye tracking of the Playstation VR 2 allows foveal rendering. This means that only what the eye actually sees should be rendered. In the case of Moss, the resulting performance boost allowed developers to add new dynamic shadows. Tetris Effect: Connected uses eye tracking for the Zen Flow Zone mechanic, which you activate by closing your eyes.

VR user with Playstation VR lying on sofa.

Gone are the days of PlayStation’s inaccurate motion controllers and PSVR’s light ball tracking. | Image: VAZHNIK @ Pexels

Then there are the haptic features of the Sense controllers, such as adaptive triggers, which Pistol Whip, for example, should benefit from. “Our team tuned the haptics to the greater range and sensitivity of PSVR 2, and the new headset haptics will give players a bit more shock when hit,” says game director Tyler McCulloch.

“Adaptive triggers add different levels of trigger resistance when the clip is full or empty, provide more realistic shot vibrations, and those distinct, satisfying clicks when you reload. It’s great,” McCulloch says.

The Sense technology also opens up new possibilities for Moss, according to Josh Stiksma: “If you think about the number of interactions we have on both Moss Book I and II, there are a lot of different textures and different sensations that you can actually accomplish using this. characteristic. It’s pretty amazing when you start playing with it, so it’s something that’s going to feel really, really new.

How much should a PSVR Port 1 cost?

But do these new features really warrant an all-new version of these long-familiar games? At least for owners of the PSVR 1 or PC VR versions, this can be questioned. Still, the studios see a PSVR 2 release as an opportunity to reach a wider audience. To achieve this goal, they are pursuing different pricing models.

Buyers who already have Rez Infinite or Tetris Effect: Connected in their PS4 library will get a discount on the PSVR 2 version. 17-Bit, Vertigo Games, and Cloudhead Games are even offering free upgrades. Polyarc, on the other hand, will charge full price for Moss and Moss: Book 2.

For Stiksma and 17-Bit CEO Jake Kazdal, the case is clear: relatively small studios spend a lot of time and effort on PSVR 2 releases and simply can’t afford to give them away. Song in the Smoke was also late released on PSVR and did not sell well there.

Studios hoping for a successful PSVR 2 launch

But for gamers who already have multiple VR platforms, there’s a lack of big new VR games. From the outside, it lacks a big system seller and a clear commitment from Sony to its product. It looks like the company isn’t willing to take a big risk with its current lineup of games.

Still, Stiksma hopes for a successful launch: “My hope is that the launch titles, including us, will do a really good show of welcoming people to the platform. Sony can then prove how great the platform is by releasing its new titles.

After the fall, producer Alastair Burns sees the potential for a launch with mostly familiar games: “So many more people can now play these tried and tested titles and a quality range at launch will only do attract more curious gamers to virtual reality.”


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