"PSVR is on par with a rift/vive with a GTX 970"-Actual VR Developer

Fatboi1

Veteran
Supporter
Joined
May 6, 2012
Messages
61,605
Reputation
8,150
Daps
112,885
http://www.ign.com/articles/2016/03/...-app-ign-first



"the game runs at a smooth 90fps"

As I slipped the PlayStation VR headset on – Highwire tells us it’s a near-final version of the headgear, and I found it light, comfortable, and easily adjustable – my time inside Golem’s virtual reality world began. Suddenly I was our heroine, her crutches laid out in front of me on the bed I was stuck in. I could look up and around at the entire small hut I was in. Golden rays of sunshine beamed in through the windows at the top of the high ceiling. Various crafted pottery and drawings dotted the walls. I almost felt like I was in a Smurf hut, and I mean that in a nice way; the small home had an almost medieval European vibe to it on the inside. But I was truly there because of the VR; the newest version of PSVR (nee Morpheus) has almost no “screen door” effect on its internal display. Golem was already making me feel like I was inside a AAA game world, and that was before I leaned my head to the left to look over the edge of the bed. In that moment, the “reality” portion of virtual reality kicked in. The effect was convincing, and the polished, lived-in look and feel of Golem’s art direction certainly didn’t hurt.

I held up my PlayStation Move – yes, Golem is a “real” game despite not utilizing the DualShock 4, and we’ll let Highwire explain how and why later this month – which was represented as a large pink crystal in my avatar’s hands. I stared into it and suddenly, *poof*, I was inside my first Golem: a six-inch doll on the floor of the hut. If you’ve ever wondered what Honey, I Shrunk the Kids would be like if it were real, then this portion of Golem is probably as close as you’re likely to get in the foreseeable future. This change of perspectives is certainly a strange experience, but also a wondrous one. I wandered around with the headset-based movement system (more on that later this month too)

–that the game runs at a smooth 90fps in each eye because if you did then it would break the immersion. In this case, I could move, swing, or twist the absolutely mammoth, wide-blade sword in my hand using the Move.

Attacking is pretty straightforward – just swing your sword. But you must first block your opponent’s attacks in order to open him up to a counter. Your rival’s strikes can come from over the top, so you’ll need to lift your arm truly above your head. Griesemer told me that many friends who they’ve brought into try Golem make small motions with their hands out of habit, conditioned so after years of a gamepad requiring minimal movements. But the VR and Move combine to make Golem’s combat a virtual 1:1 experience. Gesticulation equals success.

I didn't know this game was made by ex halo devs.
 
Top