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. 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. 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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