Rather than following gaming trends in search of profit, Capcom is beginning to create another of its own: high-quality, big-budget VR ports. After Resident Evil 7: Biohazard successfully translated Ethan Winters’ plight to save his wife into the world of virtual reality, the developer has done it again with the follow-up. While we feel some things could have been done better, Resident Evil Village in PSVR2 is even more intense than the flat-screen experience. It’s one of the launch games you need to play.
What we have here is the exact same title as Push Square’s 2021 Game of the Year. The campaign remains the same, its story beats are unchanged, and the combat is still just as fervent. This works in the PSVR2 port’s favour as you needn’t worry about having to play a watered-down version of what’s already playable on PS5; this is Resident Evil Village in all its glory. As such, you can read our full thoughts on the game in our Resident Evil Village PS5 review — this new verdict will focus on what PSVR2 brings to the table. In short, though: it’s still an amazing experience.
The PSVR2 version retains the first-person perspective and couples it with so many more ways to interact with the world. Instead of navigating menus, weapons and items are placed on your person while the map is a physical object that can be pulled out. You’ll find the handgun and ammo attached to either side of your waist, the shotgun is placed over your right shoulder, and a flashlight is tucked inside your jacket. Utilising the precise tracking of the PSVR2 Sense Controllers, you can seamlessly switch between guns and gadgets without ever hitting a pause screen.
It’s incredibly immersive, allowing you to really walk in Ethan’s shoes. However, there is a trade-off. The game demands a lot more of you in VR, so the difficulty is at least a notch above the base experience. The big sticking point is the reload requirements, which are a multi-step process in PSVR2 compared to a simple button press when playing without the headset.
The handgun, for example, demands you reach down for a new magazine from your satchel, place it in the chamber, and then pull back the slide so it’s ready to shoot. The shotgun commands you to reload each individual shell and then use the slide to load the chamber. Are these actions true to real life? Absolutely, but they’re fiddly in practice and you can get stuck in different animations if you don’t place your hands in the right place. Since the enemy density seems to be pretty much the same as the normal version of Resident Evil Village, it makes things much tougher, with more things to think about and added complexity.
Thankfully, a series of comfort and assist options can mitigate these intricacies. You can get rid of the stages required to reload your weapons, and a default 30-degree snap turn can be switched out for a standard camera. The latter seems like the best way to play the game — if you can handle it without getting any motion sickness — but the options related to the former do remove some of the immersion. You’ll need to choose between what Capcom intended and making the game more manageable until you’re properly up to speed with its demands.
One feature we wouldn’t recommend turning off is the PSVR2’s haptic feedback, which triggers vibrations in the device’s head strap in accordance with big set pieces and weighty moments. It’s really effective and certainly heightens some scenes as you physically feel what’s going on around you.
And ultimately, in VR, what you see is just as important as what you feel. While it obviously doesn’t look as good as the original PS5 experience, Resident Evil Village in PSVR2 is quite the looker. From afar, backdrops and the haunted locations of the remote dwelling look fantastic — a huge upgrade over what was possible on PS4’s PSVR. The characters you meet look great and environments remain just as detailed.
However, the game loses some of its cinematic spectacle in what is a double-edged sword situation. PSVR2 lends you the freedom to look around when control is taken away from you as a scene plays out. This allows you to gaze longingly into Lady Dimitrescu’s eyes as she feeds you to her daughters, or watch what other characters are doing that you wouldn’t normally be able to pay attention to.
It’s neat letting you explore scenarios and pick out extra details, however because of that freedom, it’s very easy to miss key details. In the flat-screen version, the camera automatically pans to what you should be looking at, allowing you to easily follow what’s happening and take in story beats. In PSVR2, though, there’s none of that. You could be looking at what you believe to be the focus of a scene when the action is actually playing out behind you. This issue in particular is common during the very early house fire scene where Elena loses both her father and her own life.
In addition, a handful of cutscenes use Cinematic Mode and cut away from the immersive scenes that happen around you. It really pulls you out of the VR experience when you’re all of a sudden watching something play out on a big cinema screen in front of you instead of taking place in your surroundings.
Capcom has translated the Resident Evil Village experience to VR in supreme style, but it comes with a few caveats. Some of the cinematic spectacle is lost, and you’ll need to battle fiddly animations just as much as the werewolves dominating the remote village. Still, wonderful VR graphics, welcome comfort options, and great haptic feedback support make it a PSVR2 must-play.
+2 to any of Liam’s reviews if you don’t care that it doesn’t track playtime accurately! Lol
Seriously, I’d give it an 8 too, but only because it has no trophy support, otherwise it would be an easy 10 for me.
Absolutely phenomenal game that would make the cost of PSVR2 worth it even if no other game was ever released. Better than 10 AAA flat games.
I would take issue with “ While it obviously doesn’t look as good as the original PS5 experience,”
It’s in bloody 3D with full scale! It looks phenomenal. Sacrificing a little resolution to achieve that is definitely a big big step up visually.
Also, the camera defaults to the correct position, and big spoiler for those who haven’t played though the beginning!!!!
Agree that you should switch to auto reload though.
I neeeeeeeeed a PSVR2! This is the real next gen!
This along with GT7 - I'd be like the trapped VR guy in Observer 🤤
Just got through the first part of the Village when all the werewolves are chasing you. I do highly recommend the easy reload option, it's too fiddly in a high intense game like this.
Horizon is also massively underrated (in fact, Pushsquare underrated most VR games in my estimation). Get it, you won’t regret it for a moment.
Not surprised this is a solid VR experience since they already nailed it with RE7.
Also bit off-topic: But thank you Liam (and everybody else on the team) for trying to cover so many of these VR2 titles/updates!
@thefourfoldroot1 Slowly getting there with the rainy day fund. I'll 100% be buying one ASAP
That switch to cinematic camera for cut scenes sounds jarring - it was bad enough in the recent third person mode when it shifted to first person from time to time.
@liamcroft how many sick bags are needed for the Heisenberg battle 😬
It’s about as jarring as seeing depth with your eyes in real life, then looking at a 2D TV. Not really jarring at all in other words.
@thefourfoldroot1 Whatever you say, mate - I can only assume you sit close enough to your TV for it to dominate your entire field of vision.🤣.
I'll be honest and say I doubt I'll be getting this after the VR demo.
The tutorial is fun, especially the gun play, but I got hammered after you get your finger bitten off and I just reckon this won't be for me. Moving quickly will be too difficult for me
The game is pretty good, but I have to say this is the only game I've played for PSVR2 that made me motion sick. I've played about ten games if you count demos. It doesn't feel like the game was designed for VR. You're having to move around very quickly and sometimes when you get jumped on by an enemy the enemy kind of clips through you and doesn't look so good. Not terrible, but Gran Turismo 7 is the killer app for the system. I finished this one in pancake when it originally came out but I don't think I'll finish it again in VR. 6/10 in VR and 8/10 in pancake.
How can fiddly reload be a con when you can tailor it to whatever you choose.Theres auto reload with a button to semi auto where you put in the clip or full manual when it's like loading a real gun...options are all I want and they gave us them
@gipsojo this helps a lot. Thanks. There is no point getting any game, no matter how good it is, if you get motion sickness, imo.
No, I’m just focused on it when I’m watching it.
@thefourfoldroot1 Well the reviewer thought it was worth mentioning and (no offence intended) they haven't been swigging liberally from the PSVR Kool-Aid. I think I'll take their word for it.
This game is absolutely not for me, I can't touch horror in 2D...in VR I'd end up having a coronary. But I'm so jealous of you guys that get to play this as everything I hear tells me it's the most impressive game around, and it's a full game!
@thefourfoldroot1 Speaking of Push underrating most VR games, that Star Wars game is absolutely terrific as a campaign shooter IMO. I could see replaying that many times, and I'm not close to done yet. There's fiddly points to it, sure, but it's all worth it. Having to drop my guns to pick up objects then pick up guns again etc may seem video game illogical and fiddly....but it's real-life logical. Go figure, you can't actually carry around 30 different objects and switch to them on a whim and you end up dropping things, lol. And I'm just in the early part that the review criticized the most so if it actually gets better later on, that's an incredibly good game by VR standards. No idea how the review was so harsh on it.
I love the idea of manual gun reloads and such in games like this, Light Brigade, etc. It's supposed to be virtual reality and that's how guns actually work in reality. BUT a game's difficulty and pacing really does need to scale to accommodate differences like that between 2d games and that sounds like where this is falling short.
If there's one big lesson to be learned from playing vr games is just how unrealistic video game logic actually is, and how much vr design has to step back into real world logic since you're doing most actions "in the real world" in VR games.
Sure. And you’ll forgive me if I don’t place a high emphasise on the opinion of someone who has never played it. No offence intended.
You are indeed correct. Although, honestly, imagination can forgive a lot. In Call of the Mountain I don’t put my picks away, I just drop them and they magically return to my inventory. Same with the resi gun that returns to my holster if dropped. Suspension of disbelief is a great thing, lol.
I’m not sure why “ Very fiddly reload requirements” is marked as a negative when this as you’ve already stated this can be bypassed in the options, rendering it irrelevant.
Removed - flaming/arguing
@neonpizza I played it on that exact TV with no motion blur issues at all. Weird.
Sounds like a strong showcase for the PSVR2 headset.
I shall continue to watch and see how PSVR2’s library develops. If I decide to get one later on I’ll have a huge selection of titles to play. And at more affordable prices.
I did start playing this and got to the part where your gets cut off. I think I`ll delete my save and play from the start on my lovely smelling psvr 2.
@neonpizza No more than in any other FPS game, mate.
@OrtadragoonX You should defo go for it my first few hours on mirage kayak alone absolutely blew my knob off!!
Some games allow you to disable motion blur and it can noticeably improve the experience.
Call of Duty MW2 looks so much better with motion blur turned off.
The issue is that not enough console games offer the setting.
@neonpizza 60FPS is fine for us mere mortals, mate.
@OrtadragoonX Yeah, I turn MB off as a matter of course whenever available.
It looks super entertaining.
I just don’t have the money right now. I’ve tried VR in the past and while I really liked it (PSVR1; Astrobot) I didn’t love it enough to spend the money on the set up at that time.
I’m really liking what I’ve seen from PSVR2 so far, though. But I’m waiting for that one game that I can’t resist and trying to see that it is properly supported. Also give them time to sort through any early production issues since it is a very complex headset for the relatively affordable price (considering what it can do).
By the way, that one game is Half Life Alyx. If they announce a PSVR2 port I probably won’t be able to resist anymore lol. I’ve been wanting to play that game ever since they announced it all those years ago. But I just ain’t got the space, time, or money needed to build a good enough rig to play it in its glory.
I already have a PS5 so the expense of the PSVR2 is much easier to swallow. It is competing with a possible Xbox purchase. I’m very indecisive about things so it’ll take me some time to decide.
But Half-Life Alyx would go a very long way towards easing the decision lol.
I’m glad to see the game reviewed well in VR. I wish I was able to handle VR. It makes me sick unfortunately, but happy for those who get to experience RE Village in this format.
@neonpizza I think that's a display problem more than a game problem. 60fps shouldn't have that kind of issue if the display isn't mucking things up. I have that problem with 30fps on my display....worse, images along high contrast borders have a back and forth jitter that acts like a flickering along every edge. 30fps is very close to unplayable for me because of it, but it's a hardware limitation of the display rather than a general issue. Sounds like what you're experiencing at 60fps on yours (different but same kind of issue.)
@LN78 Neon's very sensitive to ANY motion blurring at all, including in PSVR2, I'm definitely not nearly as affected by the same scenes of motion movement he is. I noticed it in kayak at max brightness in VR, Horizon stick turning is just so blurred it really is unsettling, but I haven't had the same sense of oled motion blurring neon has, 2d or vr. Amazing how people are affected so differently by display tech issues. My jitter thing (IPS display) on 30fps drives me up a wall.
@thefourfoldroot1 You know, it first I just left my picks behind or dropped them and let them reappear....but then I realized I REALLY am made uncomfortable by watching my picks drop and several times react to catch it.....so I properly keep my picks stowed on my back now....
The star wars stuff doesn't magically reappear, by contrast. You drop the gun, it's on the ground, you either pick it up or don't. It's not like new guns are hard to find from enemies you kill....which....makes sense...
@NEStalgia Oh that's definitely true. Like how some people can watch content with motion smoothing (AKA soap opera mode) on and be perfectly happy. Freaks.
Standard version of RE8Village comes with one scary 20 minute scene throughout its 8 to 10 hours to finish, that's probably less than 1% of the entire game that's actually scary, the remaing 99% is just none scary action. I'd love to check this out in PSVR2 though if I had one, could completely change what I think of RE8?
@neonpizza I've got a Sony Trintron in my games room, mate. Don't assume everyone else has the same sensitivity issues as you do.
@neonpizza Yeah, you're talking about subjective preference here. FPS snobs do my bloody head in.
Why does the title say PS5-great? Wasn't Village a PS4 game technically with a small PS5 4k up-tic?
There's been like 3 true Ps5 next-gen games. I can't wait for companies to stop making games for old systems, so we can get real next-gen games.
I finished this in the regular PS5 version and am now about 3 hours into a replay on the VR version. I have to say that I haven’t had the same experience regarding the visuals as the reviewer and several commenters. While the immersion is really impressive, the visuals leave much to be desired for me. This review stated that “From afar, backdrops and the haunted locations of the remote dwelling look fantastic,” for example. To the contrary, I’m finding backdrops any distance away to look like a grainy, low-res out of focus mess. (Yes, I am familiar with distance blur/plane of focus. It’s not just that they’re out of focus, they’re grainy and out of focus in a way that’s not pleasing.). There’s also significant screen door effect/graininess everywhere, even when viewing objects nearby, especially in any dark/shadowed areas.
I’m beginning to wonder whether I have a defective unit or perhaps VR just isn’t for me. My experience is just wildly different from what I’m reading of so many other folks. (Horizon, for example, looks to me like there’s a thin film of Vaseline over everything, while reviews and other players find the visuals to be tack-sharp, stunning, etc.)
@Chibbie I completely disagree with you. The graphics are incredible up close as well. I’ve spent ages just looking at things and it is really unbelievable. Yes not as shiny and slightly not as good as 4K but it is mightily impressive
It was the opposite for Village. It was built for PC, Xbox Series, and PS5 first and foremost. The XBONE and PS4 versions were heavy downgrades. They’re still impressive but the next Gen versions blow them away. It was clearly built for 9th Gen and then downported.
@Styledvinny79 This is my point: I cannot figure out why some folks’ subjective impressions with PSVR2 are so wildly different. That’s why I specifically phrased my comment as the visuals being unimpressive to me rather than as a statement of objective fact.
@neonpizza Thanks. Already did all that; didn’t change anything for me. (And to be clear, the blur I’m experiencing is not motion blur: it’s that everything looks low resolution, unsharp, and grainy to me. To use a digital photography analogy: it’s like someone blew up a 12 megapixel file into a 3 x 4‘ print but forgot to upscale properly and run unsharp mask before printing it).
@Chibbie It's called "mura", an OLED artifact, and the "softened image" is a filter over the screen to smooth out screen door and somewhat, mura.
Your eyes are focusing in the very near distance instead of not looking "through" it, like if you press your face up against a real screen door and see the screen instead of it blurring out and vanishing like it's not there. It has to do with your focus distance being too near, so you're seeing the filter and the mura instead of looking through it. Lowering the brightness may help. Setting the IPD correctly may help. If you wear glasses in real life, you likely need (but may be able to not) do so in VR as well, as the focal distance in VR is NOT the screen (that's the problem) it's the actual distance being represented as if it were real life.
Some people never get over it though, and dislike OLED based VR because of the mura, preferring the visibly sharper LED screens (like Occulus) however, those then have a stronger screen door effect. 8k and PS7 may be the ticket.....
People's subjective impressions are different mostly because of everyone's eyes being different and VR can REALLY bring out problems with your vision that you never realized you had! It's like audio....everyone hears differnetly but we never realize we all see and hear differently until we compare these tiny details.
@neonpizza Heh. I haven't seen a CRT or Plasma in 20 years. I imagine it'll be another 20 years before I see anything 120Hz any more than a VR game or two as a novelty Trouble is I won't be able to see anything else by then anyway
PS5 Pro won't do 90-120 regularly. Most devs are going to drag PS5 down to 30 again with more graphics features, and even if there's a Pro (there won't be) it'll just buy us 60fps again. We're not going to be on the 90-120 trend for decades as mainstream. The majority of displays sold are still 60fps max.
@Chibbie Also, some games are lower res. I don't think Horizon is running max res, so it does have some soft edges in places. Also in VR, the anti-aliasing techniques we take for granted in 2D look more obvious because we're seeing thous softened edges in 3D.
Same with GT7, the more demanding games aren't necessarily running 4k. A game like Song in the Smoke (try the demo) however should be razor sharp. That's a good test. Try it. If it's not tack sharp, it's not the game resolution that's an issue.
I was really impressed with the visuals of resi, but you are right Horizon seemed blurry. That was until I turned snap turning in. I found it was only blurry with smooth locomotion combined with lateral head motion for some reason. I’m starting to think that turning my headset a normal speed might cause the heavier screen visor to move at a slightly different speed so it temporarily comes out of alignment with my eyes until my head is stationary again.
Even stranger, when I got to the snow levels, the blur all but disappeared entirely. Weird.
Yeah, I remember getting my first LCD screen after having a CRT for years. I was convinced there was something seriously wrong with it. Looked awful. And I agree about even flat screen (O)LED, try watching football on it and the camera motion just makes everything a mess.
It’s got better of course, but CRT was so much better in many ways. Pretty much every way in fact, going by what is likely poor memory.
@NEStalgia Thanks for the suggestion! I’m playing the demo of Song in the Smoke now: seems like a cool game. Unfortunately, it still to me has the same graininess/blur/low-res/haze as every other game I’ve tried thus far.
I’m going to exchange/return mine and try another unit: while visuals are somewhat subjective, of course, what I’m experiencing is just miles away from the “incredible, amazing, etc.” graphics that others are apparently experiencing. Mine is “fine” at best (and less than fine as to certain aspects of image quality). So, my hope is that there’s something wrong with my unit and that a new one will have the outstanding image quality that others are describing.
I'm saving this bad boy for when I get bored with all my gimmicky VR games as something like this deserves my full attention.
@NEStalgia I freaking love that Star Wars game. I ended up playing it more than Horizon, which is great, but I have yet to finish it. In contrast, I’ve already replayed some sections of Galaxy’s Edge. I think being a massive Star Wars fan helps (I’ve wanted to “inhabit” that universe for 40 years). My only nit is that it takes place in the Disney time period, which I don’t care for, but that’s a minor thing. I hope they do another set during the OT. I’d die 😂
To get on topic, I only just started RE for the first time (I only bought it when I found out they were doing a VR patch. The last RE game I played was Resident Evil… the first one 😂). So far it’s the only one to get me a tiny bit motion sick, so we’ll see how it goes. It looks amazing, though.
I got DESTROYED in Hardcore mode 🤣
I tried the demo briefly, but stopped mid way through the tutorial… I got to where you learn how to use the flashlight and medicine. I accidentally dropped the medicine and couldn’t find it after that so I couldn’t progress with the tutorial… I’m really not sure I’ll be picking it up. I’ve never been the biggest RE fan. Nothing against horror games and I really REALLY wanted to like this with all the great things I heard, I just feel like it’s too much. I felt like too much I’d thrown at me at once. I found myself constantly trying to figure out where each weapon/item is stored. Maybe it’s just a learning curve and I need to give it another chance.
This is one of those times where I can honestly say I'm next level when it comes to reloding pherhaps maybe the whole game seeing as im breezing through my first ever re8 playthrough on hard-core with no VR antisickness features like damn I didn't think anyone was struggling (with weapon placement reload at least, tip: you can also avoid the slide pull back if you reload early. The shotgun imo though is the easiest and most fun to reload anyway. Pretty sure I have clip that I could make into something but I have no idea how to add it here.
@Chibbie in honesty the outstanding image quality and graphics largely comes from being compared to other VR headsets, and speaking from experience this is most definitely true its currently the best imo especially at its price bracket.
Capcom have long been my favourite developer. They might not always get it right (RE6) but in my opinion they pretty much constantly hit home runs. I’ve played Village through about 12 times now and I wish I could afford VR so I could experience this.
@OrtadragoonX The Ps4 version is hardly a ‘heavy downgrade’. The only significant difference between PS4 and Ps5 versions are haptic feedback , marginally better textures and Ray tracing. Ray tracing is the most immediately noticeable. Both versions have rock solid frame rates. At launch, the ps4 version had a more consistent frame rate. I’ve played through both versions a half dozen times each.
Either way it’s a fantastic looking game. With a few exceptions, Capcom’s games are always graphically elite!
I played PC VR mod some time ago and even with the limitations of just using a VR mod it was great, although it was better to drop to normal screen gameplay wise for some points.
Some games can make VR worth while by them selves if the game really gels, For me that game is NMS. If you have a full wheel set-up I think GT7 will be all some folks need to get value out of a headset. Games like RE don't have that staying power but they fill in the gaps.
It’s a working full version of the game in VR, but I’m finding it glitchy.
As I always say, there is a big difference between a game designed to be exclusively VR, and a 2D game that has been patched after the fact.
They always feel like they were created by modders rather than a developer.
There are many problems, cutscenes in VR are a mess, and when I pick up an object in a dark location, my torch remains floating in mid air down below so I have to try to hold the object down in front of the ghostly floating torch.
Just lots of jank like that really.
RE4 VR on Quest 2 didn’t look anywhere near as good, but was a lot more solid.
Given that the 2D version only scored 8’s, I’d probably knock a point off and give VR mode a 7.
@Chibbie It's possible it's a defect. I can't say no, my first Virtual Boy had a screen problem I had to exchange it for!
Buuut... I'm still betting this has something to do with how you're wearing or adjusting it.. Song in Smoke should be very sharp and smooth (not as sharp as a 4k 2d screen. Vr can't do that yet both in terms of resolution, rendering power, and how anti aliasing techniques look in vr with depth... But its still a noticably sharp game compared to many. You could be seeing mura with the mention of grain. But lie res, haze, etc sounds like you're looking at the wrong part/wrong angle of the fresnel lens. Those lenses have that effect at the wrong angle. Remind me to describe how I put it on, later, as the past day or so I found an even sweeter sweet spot than the one I had and thought was right and now even the far edges are only somewhat soft and not blurry with fresnel rings showing....
Just finished this last night. It was intense indeed.
Regarding the reloading, it was tricky at first but once you get the knack for it, it adds so much tension to big fights I'd recommend leaving it manual. There's nothing like sprinting away from angry lycans while desperately shoving shells into a shotty. Doing the bolt on the sniper and nailing a boss in their weakspot chef's kiss.
Bet that intro escape is still frustrating as fudge in vr!!!
Hi there. As you finished this already, could you please confirm for me whether you get the same shop as at the end as in the flat version?
This will really impact replayability if not. Apparently you get some things but not others.
My desire to play the game is already drastically reduced without the multi-completion trophy campaign of the flat version, without this gameplay loop of the completion shop it would drop even further.
I did the basement section of House of Beneviento last night and experienced moments of pure, distilled panic and fear. People who played the game will know what I'm talking about.
I'm currently playing through Village for the first time (in VR) and while I have quite a few grievances with it (which I won't put here so the fanboys don't sling poop at me), I do want to finish it just once in VR. No more than that since there is no trophy support and I'm shallow. One very severe issue though is that when I'm moving with full locomotion and turning with smooth turning enabled simultaneously, both movement and turning stop dead if my right stick is pushed even slightly upwards during left/right rotation. This also occurs in No Man's Sky (though it slows down rotation rather than killing it in NMS). Can anyone please confirm if this happens for them too, before I contact Sony for a replacement/refund?
@Chibbie I have felt very much like yourself, it's very frustrating and doubly annoying when people mock you and keep telling you that you're not in the damn sweet spot, overlooking the IPD adjustment, not looking in the centre of the lenses or expecting too much.
In my case I've come to the conclusion that the display quality is in fact pretty good. The Cars in the GT7 Showroom mode are pretty sharp, as are the graphics in Moss. So I have the sweet spot and IPD dialled in. What I'm struggling with is not seeing the high resolution, almost black and white, Mura. It's there in well lit and dark scenes.
So for me it's worth hanging on to, despite not being as impressed as I thought I'd be. But if you can't get anything to look crisp and have tried the obvious, go for a return. It's possible something is out of alignment. Good luck.
BTW, I'm not having a pop at folks who are genuinely trying to help.
@thefourfoldroot1 I'm afraid I can't answer that fully, as I never played in flat! For what it's worth, after the credits, it allowed me to make a completion save for a new game +, but no shop appeared. I presume the bonuses applied are strictly tied to the goat collectables which probably carry over?
I'll be bummed if we can't unlock infinite ammo and such as I've been led to believe you can in flat. Wanted to start another run and let rip
I may well start another run tonight so I'll get back to you if if I find anything upon doing so.
I believe, in flat mode, for completing on various difficulties you get access to purchase guns and infinite ammo guns for subsequent playthroughs. I think I’ve heard there is a general infinite ammo toggle maybe but no gun specific shop. It’s really unclear. And Capcom refuse to answer questions about whether they are adding trophies/shop or care.
I’m just not playing it anymore unless it’s the full game. As good as I know it is, I’d be pissed off through my whole playthrough that things are being denied me and the replay value is destroyed.
It sounds like you know exactly what to look out for and have it locked in for other games so, unfortunately, I’d have to conclude you have a faulty unit. I myself haven’t encountered Mura at all for example, at least not that I noticed, so I can’t imagine your experience would be so different with a working headset.
@KeldorTheCursed Haha, yeah, I'm amazed how good that SW game is. I don't get at all why the review was so critical. I was playing the first part, which is great and thinking to myself "wait, this is supposed to be the bad part??" Fantastic title!
@SJBUK At first I thought chibbie was seeing the mura, but the description of the blur and all still sounds to me more like the lens focus. Or a combination of the two. I see the mura as well, but, at the same time, I found that with the new "sweet spot" position I found I actually see it a lot less in combination with a lower brightness (out of the box the brightness is way too bright, it looks cool with sunlight but after using it dimmer for a while I now realize it was blowing out highlights, it's overblowing the HDR at max.) So I think if the lenses are in the wrong position it ends up magnifying the mura or causing reflections of it. Plus you really do just learn to look past it. on all VR you get a trade-ff. Mura on OLED versus screen door effect on LCD. And in either case if you have a filter to blend out the mura/SDE (PSVR does, Quest 2 does not), you get a softened image.
For the mura, though, you can still see it even at min brightness if you look for it, ideally ones focus should make it invisible (if the lenses are the right distance) but I think the default max brightness causes massive mura issues, combined with the lens positions.
It'll be another 15 years before the tradeoffs stop being so extreme in VR I think.
@Chibbie I'll post my description to you separately in the VR forum thread, since it's just way too long to post here!
@NEStalgia Thanks! I’ll keep an eye out for it.
@thefourfoldroot1 It's really hard to know whether to return or not, always the chance I'll get a worse one! Mura seems worse than I had on the PSVR1, it was the SD that was noticeable on that. I've not noticed SD on PSVR2, I suppose partly because it's hardly visible due to the res bump and partly because the mura masks it.
I suppose I could buy another and return the worse one under the 30 days. Feels a bit cheeky, though.
@NEStalgia Agreed, there's always a trade-off to be had, we're not going to get VR perfection at £520. I've only had a PSVR1 to compare with, though, and although PSVR2 is undoubtedly a great improvement, something just seems off.
Does sound like @Chibbie has a different issue, though. Although I get the expected blurring around the edges the sweet spot is good.
@SJBUK Yeah, I think the motion blur is part of what seems "off" at least in some games, though it's endemic to OLED in HDR running below high fps. PSVR1 wasn't HDR, so that problem was avoided more (and other headsets use LCD, but then they have SDE issues and poor contrast, and nowhere near the brightness.)
Though you're noticing the mura more, which is harder to tell if that means a particularly bad display, or just your vision or how it's lining up (do play with the distance of the visor from the eyes though, extending it in or out another click or so....I think that greatly affects where the eyes focus and see the mura, depending on how bad it is.) I think one other thing that makes the PSVR2 different from 1 and some other headsets is there's a filter applied to the display itself that softens the image slightly so as to blend out the SDE. The perception of sharpness of say, Quest 2 is lost somewhat, but at the gain of losing the SDE.
The other thing is the continuation of the fresnel lenses. They suck. No way around it. But AFAIK, you can't actually use pancake lenses with OLED displays for some reason, so it all comes back to the tradeoff of putting up with fresnel, or losing the high contrast and deep blacks....sigh.
@NEStalgia I don't think it's my vision, though I do wear glasses which might magnify the issue a little. I've tried moving the headset in and out and it doesn't seem to make a difference. I've finally got around to playing Kayak at night and the Mura is quite noticeable but doesn't make it unplayable, so it seems I've not got it as bad as some. Just watched a couple of through the lens videos on Youtube. One is pretty much what I'm seeing, the other looked pretty good to me, didn't even notice it.
I was prepared for the fresnel issues. I guess we'd have been talking another £50+ for pancake lenses and maybe sacrificed a little brightness and FOV. Though I'd trade a slight loss off FOV for better sharpness across the view.
I do like the black level and high contrast, though...
Bloody magnificent game. Play on hardcore mode with all the manuel reloading to get the best pant wetting experience.
@Chibbie Up close things should look high res and pretty clear, but yes resolution decreases with perceived distance. It's a tech limitation. Remember you've only got a PS5 running this thing and only got 2k per eye. Your going to need 4,6 or 8k per eye, native 120 FPS (no reprojection), elimination of mura to get to what you seem to have been hoping for. If Sony release a PSVR3 on the PS6 or PS7 then I think you'll be getting close to your wish. To be honest I was hoping for a slightly higher bump in resolution from the PSVR1 but hey ho... The immersion is everything though and RE8 has some insane parts in VR.
@Yinx Yea I'm just on that bit now with Manuel reload and hardcore mode. It's bloody splendid stuff. Scary as fook though. That part reminds me more of Resi7 VR for tension, dread etc
@SJBUK It's just the limitation of the tech as we stand at the moment. Being in the game as oppose to sat in your living room watching a screen is what makes VR though. The immersion is just off the scale compared to flat screen. And you appreciate the graphics much more in 3 dimensions. In fact you could argue that the graphics on PSVR2 are better than flat screen PS5 due to the 3d element which elevates games immensely.
@thefourfoldroot1 There is mura on PSVR2, of that there is no doubt. If you really haven't seen it at all then.... wow. There are so many variables with VR and people's differing eyeballs, but I suspect you've somehow starred through it.
I see a very, very faint grainy haze in areas that are quite bright. But this is not mura , this is a the screen door effect. You can tell because it is completely uniform. Mura would be an inconsistency between pixel colour output that is more randomised, and no I haven’t seen that. I’m actually surprised Sony managed to use an OLED that is so good in this respect.
Obviously. Were you coming in expecting 4K TV like sharpness? In terms of resolution the graphics are going to be “downgraded” as you say, but this is a matter of user expectations.
If VR had come along first, everyone would say about TVs, “what! You are giving me sharper lines and a bit less grain, but I have to sacrifice actual 3 dimensional visuals and gameplay and lifelike scale, and now watch this game in a little flat window and use this controller with a million buttons to manipulate actions?? WTF! Massive downgrade in visuals and gameplay!!”
Definitely play in VR. That should be clear to you after the first 5 minutes. Unless you are sitting there obsessing about a bit of graininess.
@Terry12 No arguments from me regarding the immersion factor, absolutely game changing. That's why the Mura is an issue for me with my particular headset, it can break it. I understand why it happens and by it's very nature it's quite possible that some headsets are better than others. And I'll always wonder if I could have had a better one, especially as both before and after release some people just haven't seen it.
But saying all of that, it didn't stop me playing 2 hours of GT7 the other night I'm not returning the headset and I would thoroughly recommend it, would just maybe tell people to lower expectations a little.
As for RE, I'm just not into horror (wimp) so am no doubt missing out on a fantastic VR experience. Might try the demo but can't see me buying it.
Hi Liam. If you ever get the chance to communicate with a Capcom, could you please, please, PLEASE ask them if they are going to patch the game to allow us to get the trophies in the VR version. This would massively improve the game and its replayability for me and a lot of others. It’s absolutely incomprehensible that they have the full game but no trophy support in VR.
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