


While Driveclub has a deserved bad reputation due to its disastrous broken launch and missing features, it was eventually patched into a fine racing game. I was able to overlook its rough edges since the racing here is tremendous fun. Sure, I noticed the occasional pop-in and things never looked as sharp as they should be, but the focus was purely on the racing.
#DRIVECLUB PC VR UPDATE#
The only real content Driveclub VR adds is a few new courses, and they’re coming to the original game in a free update anyway.Then I actually raced a few laps, and I totally forgot about how ugly it was. Once the novelty factor subsides there aren’t many reasons to stick with it over the standard version, with the latter’s drastically better graphics, class-leading weather effects, and increased amount of opponents on track. The list of sacrifices, however, is just a bit too great. There is definitely a certain grandeur to it when you’re high up on a hillside, looking out and across at the ribbon of asphalt snaking over the countryside below that forms the rest of the course. Driveclub VR’s panoramic vistas are actually especially good as making me feel very, very small.
#DRIVECLUB PC VR TV#
I love the sense of scale of VR when not restricted to the dimensions of your TV screen cars have real presence and racing environments stretch out all around you. Once you’ve experienced the ability to see out of the cabin in (almost) any direction, meaningfully use your mirrors at a glance, and look all the way through a corner to the exit it can actually be quite hard to go back to a flat screen. Combined with a wheel it’s arguably the best way. “All this is a real shame because, as I said, VR is an absolutely terrific way to play racing games. The player’s head position and view should always remain relative to the car if our actual heads aren’t moving, our heads in-game shouldn’t be either. It’s a mistake of Driveclub VR to simulate any head movement. It’s subtle, and I didn’t exactly lose my lunch over it, but there’s something definitely off about it. It’s all well and good being able to turn and see the meticulously-modelled monster V12 mounted behind your seat, but 98% of the time in a racing game you need have your eyes set on the road in front, as far ahead as feasible, and that happens to be where Driveclub VR is at its ugliest.ĭon't be fooled by these screenshots they're not representative of PSVR.I also found myself completely rejecting the artificial, forced perspective shifts – these keep your view tilted forwards for just a moment anytime the road begins to rise (or flatten after a descent) and the car’s nose pitches up (the effect is reversed when you suddenly dip downhill). This hardware disparity is completely expected, I know, but it remains exhausting squinting at coloured blobs. I can play sessions of Project CARS in VR on PC that last hours, but I can’t tolerate Driveclub VR for anywhere near the same amount of time. Anything beyond 40-or-so metres ahead of you begins to turn into a low-res globule, which makes it a massive strain to concentrate on upcoming corners, or even look through apexes. At its worst, however, it’s an absolute eyesore. I do really feel seated in a virtual car (a slightly blurry but very authentic virtual car). The way the beating sun even picks up the scuffs on the windscreen from the wipers is a particularly nice touch that’s survived the transition. The way different surfaces absorb and reflect light, from matte-finished dashboards to the glint of polished carbon fibre. There’s an overall softness to the image, like you’re wearing someone else’s glasses and everything’s a fraction out of focus, but the detail achieved in the cabins here is still immense. At its best, Driveclub VR looks far, far better than I’d ever anticipated. “The biggest problem, however, is visual fidelity.
