


The caverns and caves look pretty incredible it's clear they somehow crank up the settings in the enclosed environments as everything is far more detailed with little or no pop-in. Having said this, some sections of the game hold up pretty well. Just the thought that maybe the next generation of VR could offer the current generation of fidelity is so fucking exciting, as a medium this thing is going to go from being 'passable' to 'mind blowing' so quickly if given the chance.

It feels, to me, like I'm in some sort of westworld, interacting with audio-animatronics rather than living breathing people. Also the character models, some are passable, but the majority were always hideous and coming face to face with them only amplifies this further. In the caves and caverns it's not an issue at all, but in the open world you are reminded at every literal turn that this isn't a current gen title. The first time I saw the tree's just pop-in 50 meters away, it was like being reminded of a long-lost age of video games. But essentially you're inside of a Playstation 3 title, not only in terms of polygons and texture quality, but also things like pop-up. That's not to say it doesn't have it's moments. I took of the helmet, eyes red, and felt like I'd just come back from a short vacation.īut, despite this being a bit special it's important to also set the bar quite low in terms of what to expect from it as a game. Despite the technical limitations, and despite this being built on the framework of a 6 year old last-gen title, I'm in Skyrim being a bad-ass, and my lounge feels like it's a million miles away.
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There are moments, for example riding my horse towards an enemy whilst swinging my axe, that I just completely lose myself in. Whilst I wouldn't call it a killer app, it's definitely a turning point and offers a tantalizing glimpse of what the future of VR could be if enough folks get behind it.
