They have a few different methods to generate the models from the data for different type of things, but the end result is the same. It is 3D scan technology which allows the computer to generate a model and textures by rapidly taking pictures of a person/object from all angles in rapid succession and generating the model and textures from those photographs, which are then touched up by 3D modelist in the follow-up. The method of how they do it in RE7 is through photogrammetry, They’ve made an advanced method of photogrammetry for games in RE7’s RE Engine.Melee weapons, like the axe, were also close to the player vision and looked weird to everything else and lacked depth, so they made some visual changes to make it look a lot better in VR as well. An example they give is that their item inventory in RE7 looked like it was a 2D image in front of everything else in VR, which made it look unnatural, so they made alterations when in VR mode game to make it fit in the world much better and have more 3D depth when in VR. They mention some gameplay elements are slightly altered to make best use of most modes of play, but much of the change is mostly technical. Depth of field is important, and though they have a VR and non-VR at any time mode and the content is changed, there are slight variations made to the game in both modes to best support both modes.They also give a lot of technical information of how they handle depth, lighting, etc., for VR, and elements that developers may not initially think about which effects users in VR.
![resident evil 7 vr resident evil 7 vr](https://pbs.twimg.com/media/C3QaeQDWQAAXa8S.jpg)
They believe giving options is important, and the content of the game is the same whether you play in VR or not, which they think is important to make users not locked out of content just because they’re not playing in VR, as some can’t handle or afford that and VR should be focused on user experience.
#RESIDENT EVIL 7 VR PS4#
But also they let users go in and out of VR mode at any time, in the middle of gameplay you can pause and switch on or off to VR mode on PS4 if the gamer wishes to, and they can switch back at anytime to the other.
![resident evil 7 vr resident evil 7 vr](https://static0.gamerantimages.com/wordpress/wp-content/uploads/2021/08/resident-evil-7-vr-funny-reaction.jpg)
So for RE7 they’ve been testing and making changes to it all throughout development, and recently implemented VR options for speed, acceleration, and more. They mention if making a longer game, like they are with RE7, it is important to give the user options due to VR tiredness, some have no problem while others get sickness, etc.
![resident evil 7 vr resident evil 7 vr](https://d1lss44hh2trtw.cloudfront.net/assets/article/2017/01/24/ResidentEvil7_BannedFootage1_1_1200x500.jpg)
The major concern regarding the game was its severe problem with making players nauseous earlier on in the year. Resident Evil 7 is highly anticipated by the horror-lovers and adrenaline junkies as you walk around a dilapidated house in search of just what the hell is going on. Where Resident Evil 7 VR is staying exclusive for a year, Batman: Arkham VR eases the strain a little bit by setting their expiration to March 31st 2017. However it's not all sunshine and rainbows for the gaming community as PlayStation bites back with two time-limited VR exclusives.īoth Resident Evil 7 and Batman: Arkham VR are set to launch exclusively on PlayStation VR and after Xbox/Microsoft claimed Rise of the Tomb Raider for their yearly exclusive, we can't really be mad. We're counting down the days until PlayStation VR launches on the market, and what an exciting time it is.