https://www.eurogamer.net/articles/digi ... -out-todayFor a start, it's the full game. There are no cutbacks, no compromises, no reductions in content - it's simply a virtual reality alternative to the existing ways you can play the game, to the point where VR players can indulge in multiplayer games alongside normal PS4 and Pro users. We're still in the process of producing our platform comparisons, but there's no sense that we're being visually short-changed either. After all, WipEout Omega Collection ran locked at 4K resolution at 60 frames per second on PlayStation 4 Pro, suggesting plenty of GPU overhead in accommodating PSVR's 1080p display.
In fact, we can confirm that super-sampling is in effect, meaning that the often jaggy appearance you find in PSVR titles is reduced significantly. PS4 Pro renders natively at 1620p before downsampling to the visor's 1080p display - not quite 4K then, but we have to remember that the overall workload of VR is significantly higher. In producing a stereoscopic 3D image, the whole image is effectively rendered twice with a slight offset.
Similar to the existing versions of the Omega Collection, frame-rate is locked at 60 frames per second, with motion interpolation incorporated to support PSVR's 120Hz screen - though similar to other titles that use this technique, there is still noticeable 'ghosting', particularly on fast lateral movement. But the key aspect here is the consistency - after several hours of play, we've not noticed any drops to performance.