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. I do really feel seated in a virtual car (a slightly blurry but very authentic virtual car).Īt its worst, however, it’s an absolute eyesore. 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. My patience definitely grew thin treading over such similar ground, especially with the drift events which (despite how admirably and significantly Driveclub improved following its botched release) still favour speed over style, and still suffer for it.Īt its best, Driveclub VR looks far, far better than I'd ever anticipated. This means plenty of unnecessary slogging for Driveclub veterans. Driveclub VR seems to dole out cars quicker as you level up but they’re still mostly locked from use from the outset, regardless of how far you’ve progressed in the original. While it recycles from the standard version of Driveclub heavily, even cribbing its intro vignette, everyone starts from scratch in Driveclub VR.
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Driveclub VR’s first big sin is its surprising separation from the original Driveclub.