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Driveclub VR Is Launch Title for PlayStation VR in Japan, Will Have New Tracks

Cockpit view and realistic 3D audio are mentioned as features in the game.

16 Comments

Sony has announced Driveclub VR will be available for the launch of its PlayStation VR headset in Japan. Although further details aren't available in English as of yet, a post on the Japanese PlayStation Blog states there will be a cockpit view and realistic 3D audio.

Paul Rustchynsky, Driveclub's former director, confirmed on Twitter that there "is a collection of brand new tracks," for the PlayStation VR version. He did not provide any further details. Take a look at the first screenshots of Driveclub VR below.

Click image to view in full screen gallery
Click image to view in full screen gallery

Earlier this year, Driveclub developer Evolution Studios was closed by its parent company Sony. This was part of a wider restructure to Sony's European studios. Codemasters, the developer of the Dirt, Grid, and F1 series of racing games, later hired devs from Evolution Studios.

PlayStation VR's release date has been confirmed as October 13, 2016, and it will retail for $399. Sony has not said whether DriveClub VR will be a PlayStation VR launch title in other territories.

Retailer GameStop sold through its entire allocation of PlayStation VR preorder units "within minutes" of them becoming available. Sony has warned there will likely be ongoing shortages.

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heydink

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Edited By heydink

This game could very well put me over the edge to buying a PSVR.. As much negative reception Driveclub got due to online issues- I had a blast with the SP and later the MP once online got smoothed out ( tho I never had major issues ). It seems VR will really be a worthwhile experience for Driving and Flying games. Now get Ace Combat on PS VR and I'll buy it in no time- heck even No Mans Sky would be a blast in VR!

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Spiritbomb2012

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will those features and tracks be free for the original game like the rest of tracks, or are those tracks exclusive to the VR version. or will it be VR support for Driveclub and not an actual game, just an update for VR with tracks and features.

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chiefwiggum16

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Not sure I want to play an arcade racer in VR. Sim racer for sure yes but I can just see me barfing all over the place with the unrealistic controls. Needs Gran Turismo or Project Cars for me to jump in.

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Spiritbomb2012

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Edited By Spiritbomb2012

@chiefwiggum16: i wouldnt call Driveclub a Sim or an Arcade racer. its right in between and with those graphics it has even with low poly cars that look better then 500k poly cars or more in other games, well it would look great and feel great, especially when simcades are more fun then boring full sims, GT Sport will be amazing in VR aswell if they are doing it aswell

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SecretPolice

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Just like 5Club was announced to launch with PS4 eh but launched almost a year later. . I believe you Phony. No really. lol :P

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Spiritbomb2012

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@SecretPolice: i thought you said polyphony for short, but in reality you just said sony.

Sony knows how to run a business and they know what they are doing. they are doing it better then Xbox thats for sure, Xbox only cares about hardware but they still fail, Sony are more about games and is why at E3 they showed so many great ones, none disappointed me.

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Domiddian

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@SecretPolice: You sound bitter...

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SecretPolice

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@domiddian:

You sound butthurt. lol :P

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Domiddian

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@SecretPolice: Butthurt about what? Lol! I'm not the one whining here...

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SecretPolice

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@domiddian:

You quoted me to whine about my post lol. Good, good, let it flow.... :P

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Domiddian

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@SecretPolice: I stated an observation. There's a difference. I couldn't care less what you think of Driveclub or Sony.

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analgrin

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Going to be interesting to see how high the quality of gfx are in VR on console. I can play Project Cars on my PC maxed out at 1080p with my i7 6700k & gtx 970. However with the Rift I have to lower settings to a mix of low/medium.

Driveclub is already a tiny bit laggy on PS4 which will be vastly exaggerated in VR. Graphics will have to be significantly reduced for sure.

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xantufrog

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xantufrog  Moderator

@analgrin:you should go check out a demo! I had a good time. The graphics are definitely grainy, but on the other hand it was surprisingly crisp (not mushy looking) and the screen door effect very very minimal. I do think the game will need to become more stylized to work in VR - they are turning a 30fps game into a 60fps one for VR? Something's gotta give. But Eve Valkyrie looks great PSVR-ified, so if they do a good job with the porting it doesn't necessarily have to look bad

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Spiritbomb2012

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@xantufrog: well Driveclub is 1080p, they may decrease the graphics a bit, but i dont think decreasing that much will ruin how good the game looks, you never know if they do and get it to be a stable 60FPS then they could actually do that to the normal game, but i rather have a stable 30FPS then one that is uncertain if it wants to be 60FPS or less. but yeah i get a VR game should Be 60FPS as a lower fps would make it sickening, but ive heard that the PSVR handles that well compared to the other headsets, and the design looks much better then the vive or oculus. we will just need to wait and see what they do with it when Driveclub VR launches. im just hoping the original DC gets the tracks and features aswell.

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ReaperFifth

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@analgrin: Agreed. This is why the NEO came about. They realized PS4, just isn't powerful enough. I will be amazed if this runs at anything above 420p per eye on PS4. considering target FPS for VR is 90

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analgrin

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@reaperfifth: Well I hope they do manage to get the resolution higher than that. 720p at least. There are some optimizations they can make for VR. Anyone who's tried it knows the detail on anything just a small distance away is very poor anyway so they can pretty much lose textures on distant objects and just render them in correct colored shapes, or maybe bring back trilinear filtering on textures instead of the more resource hungry anisotropic method used today. And you hardly notice the very outer edges of the screen so again things can be rendered at very low quality here.

That's why I'm so interested. I wonder what cut backs can be made without really noticing. Of course those same optimizations can, and are, made in PC games that are made from the ground up for VR. Otherwise PC's just have to use raw power to get non VR optimized games running well, an option current consoles don't have.

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