![]() ![]() One of the biggest advantages the developers at CCP have enjoyed - and this isn’t easily replicated - is that they’ve been developing for the PlayStation VR platform for a very long time. “We disabled shadows, but this is a purely aesthetic and something we will be looking into again as we optimize for any PlayStation Pro features.” “It’s barely noticeable in the heat of combat, and then adjusts and sharpens up image quality when things become less intense,” he continued. ![]() “Thankfully, not too many, largely due to the dynamic resolution feature, which scales back some of the finer details when there’s a lot of action on screen,” Andrew Willans, lead designer on Valkyrie at developer CCP Newcastle, told Polygon. I was curious about the graphical compromises that were made in order to get the game running so well on the PS4, while still looking so impressive. ![]() How the hell did CCP Newcastle pull it off? Eve: Valkyrie on PlayStation VR isn’t a hacked-down version of the original it’s a nearly unbelievable port on a system that seems like it wouldn’t be powerful enough to deliver these visuals at a frame rate high enough to be comfortable in virtual reality. This was all being done on a PlayStation 4. ![]()
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