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Joined 2 years ago
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Cake day: June 17th, 2023

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  • It’s literally in the article what was updated

    In contrast, the mobile versions of Grand Theft Auto: The Trilogy - The Definitive Edition, released in December last year, met with critical acclaim. Players praised the ports for fixing several issues found on the console and PC versions, including lighting, shadows, reflections, and draw distance. A Rockstar Games blog post published at the time mentioned that these ports include a new classic lighting mode “that restores the look and feel of the sky in the original games.”

    Now, finally, this classic lighting option is in Grand Theft Auto: The Trilogy - The Definitive Edition on PC and console. Early reports indicate sweeping visual improvements across the board that are already going down well with fans.





  • I’m new to VR. Over the past few months I was considering a Meta Quest 3, specifically because I wanted to finally play Half-Life Alyx. However, I really didn’t want to give Meta money/data (I deleted Facebook back in 2019), so that’s why I’ve held off for so long in hopes that either Valve updates the Index or another option comes out.

    Could you elaborate what I’m missing with some of these features compared to a Meta Quest 3 or Valve Index from a PC perspective? In my eyes, playing this on PS5 is a bonus to me.

    HDR - I understand colors won’t be as deep and brightness/blacks as high/deep which is a bummer considering the OLED screens inside the PSVR. I don’t think the Meta Quest 3 had HDR? Neither does the Index?

    Headset feedback - vibration on head? I’m assuming the other headsets don’t have this, so I’m not missing much from PC games that don’t leverage this.

    Eye tracking - I don’t believe Meta Quest 3 has this, neither does the Index? So it’s in parity with the PC feature set?

    Adaptive Triggers - I have a PS5 and when this feature turns on, it’s kinda cool for a second but then it gets old fast. The only really good execution of Adaptive Triggers I’ve experienced so far is in Returnal. I just finished up FF7 Rebirth and the adaptive trigger sequences in there seemed dumb and unnecessary.

    Haptic feedback - is this just a more detailed rumble?

    I guess my main question is, doesn’t this seems like the better option when compared to a Valve Index or Meta Quest 3? For my particular circumstance,I don’t mind being tethered by a cable (at least I don’t think I will, again I’m new to VR. Besides I’d be tethered anyway using a meta quest 3 on PC) and the headset screens on the PSVR2 seem to be really nice compared to the others.


  • FF7 Rebirth. I’m sort of struggling to push through. I just got to chapter 10, figure if I’m this far to just mainline the story to completion. I fully completed the first two open world areas but have been ignoring most of the others after that. The open world traversal seems bolted on to the hallway simulator that Remake was. That and the quests in the open world don’t feel substantial or consequential. Find this Spring, fight this legendary enemy, rinse and repeat. The campiness of the story is also getting to me.

    For full disclosure, I didn’t play the original on PSX but was always intrigued by the art style and aesthetic back when it released. Alas, I only had a N64 at the time and never played it in the later years through emulation. I’m not sure if the original has the same level of camp, but would like to hear if that’s only in these games or in the series overall. The feeling I got from various advertisements was the game was more mature in tone than I’ve experienced so far.

    I did finish Remake earlier this year, after initially trying it when it launched in 2020. The campiness of it turned me off a few years back but I really wanted to understand the hype.

    I guess the only thing I’m getting out of it at the moment are the visuals. It’s gorgeous, but I don’t think I’m appreciating the story/lore like all the fans are.