![]() Still doing time in Moss, lol - having seen the P SVR version (PSVR = PlayStation VR) in more detail, the P CVR version looks much like the P SVR version (which has godrays and great lighting) and it does not look like the Quest 2 versin (which lacks the great lighting and has been cut down for textures too). The often low-res Moss 2 textures mean that Rift CV1 with some SDE is not a bad choice - the SDE really helps fooling your brain making low-res textures look more high-res - while high-res lcd hmds will reveal all flaws.įor those still using a CV1 (original Vive or Vive Pro), you're not getting a lesser game experience - you're getting a really awesome experience, but remember to turn up ss to the max! None of these games have proper dynamic shadows, but you have a blob shadow. Now, Moss 2 does not really look better than Moss 1, it seems Moss 1 has more high-res textures, but lacks the Moss 2 lighting. Testing with the RTX 3090 and Rift CV1, I could not use High graphics setting and ss 2.5 (27 mill pixels per frame) and get solid 90 fps - but ss 2.3 worked perfectly so far. Same statue in Moss Book 2 - does look more low-res to me - but no big dealītw - the steam version supports native Oculus drivers - even the great old original TOUCH controllers are correctly identified: Moss Book 1 statue - note the textures on the squirrel statue Has Moss Book 2 been Questified? Not really, the game has much better lighting - but yes, some textures may have been degraded - like this statue: PCVR - much better lighting and leaves - and many more dust particles in the airīig room using a PC costing the same a 15 Quest 2s day difference.Ĭheck out the top left plant and the lighting PCVR version - note the much more detailed leaves - kinda a night vs. Quest version: note the leaves to the left More light with the Quest 2 - see the little hole in the roofĬhanges that really struck me were the plants and leaves: I am using res 300% with the Index - that's about 27 mill pixels per frame, so of course the image quality from PCVR is extreme. ![]() So this does not represent Quest 2 image quality, but is just used to show some differences in graphics, especially lighting. I found a video on YouTube showing the Quest version - I took some screenshots from that version using 1920x1080 res, but the image quality still was quite low. While this may sound like a relatively small addition, it’s these types of interactions that, when combined, bring the world to life.Wasn't sure how the PCVR version has been enhanced compared to Quest, but the difference is quite substantial. For instance, environmental elements such as tall grass now react to Quill’s movements. According to Polyarc, we can expect the same level of detail in Moss: Book II. Everything from the games’ environments to Quill’s mannerisms served to better immerse you in the experience. What I enjoyed most about Moss was its attention to detail. Based on the information shared so far, however, Moss: Book 2 improves upon the shortcomings of the original, the few that there are. After all, if it isn’t broken, why fix it? This was comforting to hear, as I found the original game experience fairly well-balanced, albeit a bit simplistic. Speaking with the team, it sounds like their goal was to provide a bigger, better experience without reinventing the wheel, so to speak. ![]() This includes a new armored bug called the Ripper you can shoot like a pinball at specific targets in order to progress through the level. New enemies will also offer new possibilities. This includes the ability to generate magical vines which can be used by Quill as a makeshift bridge. In addition to combat, the sequel introduces new player interactions designed specifically for VR. Using a new item wheel, you’ll have the ability to switch between weapons such as your sword as well as the new hammer, which can be charged to deal extra damage. As previously mentioned, Moss: Book II expands Quill’s arsenal of weaponry. ![]() During the roughly 12-minute demo, Josh StiksmaPrincipal, Engineer & Design Director at Polyarc, walked PlayStation’s Justin Massongill and Tim Turi through some of the biggest changes from the original. ![]()
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