![]() ![]() “We use it when something powerful or violent is happening – explosions, being hit by an enemy. Likewise, headset rumble enhances certain moments, making things feel a little more real. “So much of Moss is reaching in the world and grabbing thing, so giving it some weight and resistance just pulls you into the experience even more.” “At least from a design perspective, we did a lot of tuning.” Breakable objects in-game now work in tandem with the adaptive triggers, allowing you to feel the objects break as your hands crunch them. However, it’s the headset rumble and adaptive triggers that Calihan says the team worked on the most. When you look at the device, it starts to glow… But we didn’t want to remove the feeling of discovery.” The team made tweaks to ensure that the feature was still present, but not so immediate that it pre-empted the player. ![]() “That was a balance we had to figure out. While nifty, it also has the potential to completely undermine the player’s natural instincts. ![]() With eye tracking, for example, Polyarc implemented a new system for PSVR 2 where the game will follow the player’s gaze and illuminate interactable objects when you’re looking at them. In some cases, implementing new features also meant evaluating their impact on game design. They really wanted to push us, to try to push to excellent and have these features.” There’s a lot to work with, but early on the Polyarc team decided that the ports should take advantage of the new features as much as possible. “It’s really the directors that pushed us this time around to not just settle for something that was acceptable. A comparison between Moss on PSVR and PSVR 2, provided by Polyarc. Then there’s the new Sense controllers, which feature improved haptics and the adaptive trigger technology used in the PS5’s DualSense controller. Not only is the headset a huge leap in terms of power, visuals and display technology, but it also includes in-headset haptics and eye tracking capabilities as well. “But PlayStation VR 2 is a special one, for sure, if nothing else because of just the sheer gap between the two headsets in terms of the technology.” For those who are making the jump between the original PSVR and PSVR 2, a bunch of new features await them. “Shipping on every headset is a full project that requires its own dedicated team of people working on it, and that’s their sole thing that they’re working on for months at a time.” “As you can imagine, it’s not a trivial amount of work,” he said. Last week, we talked with Polyarc’s Coolie Calihan, lead artist for these new PSVR 2 ports, about bringing the franchise into the next generation of VR. Now, almost five years on from the original release, Polyarc is bringing both games to PSVR 2 at launch on February 22. Last year, Moss: Book II followed a similar pipeline – PSVR first, then Quest and PC VR. A few months later, the game came to PC VR and then it was available at launch for the original Oculus Quest in 2019. In 2018, Moss released for the original PlayStation VR headset. The release of PSVR 2 is a bit of a full circle moment for Polyarc. ![]() We sat down with Polyarc to discuss bringing the Moss franchise to PlayStation VR2 at launch and how the games take advantage of the system’s unique features, such as headset rumble and the PSVR 2 Sense controllers. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |