![the climb vr bonuses the climb vr bonuses](https://www.ademmevents.com/wp-content/uploads/2020/02/The-Climp-1024x576.jpg)
The climb vr bonuses 1080p#
Referring back to the E3 demo, that was running at the base 1080p (i.e.
The climb vr bonuses pro#
"Shortly after the E3 demo was shown to the public for the first time, we also ran the game on PS4 Pro dev hardware, and one of the first things we tested was what framerate E3 content would hit on the Pro" With that in mind, Robinson is one of the first titles to implement FOV optimized pixel distribution (which we achieve by rendering scenes more than the usual 2x in Stereo 3D).This allowed us to considerably boost the image quality we could reach. We learned early on that image quality in VR is a vital area to address and optimize for, and while the current generation of headsets will never be a match for 4K pixel density on a big screen, there is a lot that can be done to improve things, when performance allows for it. How is Crytek handling this on the base PS4 model? I own the PlayStation VR and although it’s a great entry level solution for VR gaming, I can’t help but feel slightly disappointed with image quality, especially with the blurring and all. That being said, the game has undergone significant changes and upgrades since that E3 build in areas such as level design, art quality, rendering quality, and performance, and we intend to talk about this more in a dev diary in the near future At the point of WIP capture, art-readability and game design changes for E3 were still being made, but most of the assets were close to final and didn’t change between the two builds. Can you let us know why this the case? (video comparison here: )Īctually, the video you shared is comparing an E3 work-in-progress build to the final version of the E3 demo.
![the climb vr bonuses the climb vr bonuses](https://www.theclimbgame.com/_nuxt/img/3a506f9-320.jpg)
There seems to be some sort of visual downgrade on the latest PS4 footage compared to what was shown a few months ago. In a lot of ways, we’ve even surpassed our own expectations. With our experience in VR and knowledge of the PS4’s capabilities we knew this would be a challenge, but it was one that the team was eager to tackle and– in my opinion–- has successfully accomplished.
![the climb vr bonuses the climb vr bonuses](https://pbs.twimg.com/media/DYQH62BW4AMQe1S.jpg)
When we started development on Robinson, one of our objectives was to set a benchmark for VR visuals, based on and including our prior work in VR on PC. How far are you pushing the PlayStation 4 (the base model) to achieve those kinds of visuals? Are you maxing out the console like you always do? Robinson The Journey looks like one of the first PlayStation VR games that seem to be offering high end visuals, something that Crytek is known for. "With our experience in VR and knowledge of the PS4’s capabilities we knew this would be a challenge, but it was one that the team was eager to tackle…" GamingBolt spoke to technical director Rok Erjavec about Robinson The Journey along with his thoughts on PS4 Pro and how it would improve performance. To explore a mysterious planet in first person as if you’re actually there is no small feat and it will probably look even better now that the PlayStation 4 Pro is out. Crytek’s Robinson The Journey released last week for PlayStation VR and while it may not have set the critics’ minds on fire, it’s still a bold new direction for gaming.