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.
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