From launch titles to twilight releases, developers discuss benefits, enhancements, and costs of porting old PlayStation VR titles to the next generation.
Sounds awesome. PS4 games on PSVR2 would be a nice option, but I like that they've overhauled the best games of last gen and bringing them with all the benefits of PSVR2 plus PS5. It sounds like some of them are liking that too:
"The awesome thing is that it's kind of the excuse we needed to go back and do a full PS5 version" - Tetris Effect and Rez Infinite developer.
"Because the PSVR 2 version will be a clean, single thing, we could go all in and exploit the hardware in a way that we weren't able to before" - Song in the Smoke developer.
Liking the sound of the benefits, outside of the obvious field of view, resolution refresh rate, etc:
"Exclusive to PSVR2's headset is eye-tracking, where the hardware only needs to render what the eye actually sees, allowing the team to add dynamic shadows in Moss and make its characters more part of the world. Meanwhile, Tetris Effect: Connected lets you enter the Zone, the game's unique zen ‘flow state' mechanic, by closing your eyes."
it is sad that moss doesn't have free or minimal price upgrade option for owner of original :( It allmost just pc version not some kind of psvr hard work remake
"More than just ports" While describing what will be optimized "ports" exported for PS5. Okay whatever dude.
He's describing what makes them NOT simple ports. As in, everything that makes them over and above straight ports. The developers are raving about the opportunity to upgrade EVERYTHING, even over high-end PC counterparts, as you can see in the article.
Exported as PS5 ports.
There's no magic button that simply exports a ps5 version and in the case of VR changes the tracking functionality to inside out
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