So, in talking about the relationship between real racing and VR, in a real race when you are on a straightaway, you are already looking at the turning point of your next corner, and you know when you’re getting to the breaking point and you start braking, you’re already looking at the apex of the turn, and that’s something you can only do in VR and that’s one thing I really want to achieve.
Kaz explains that in PSVR 2, players need to physically turn their bodies and look at their surroundings when drifting around corners. Considering your own racing history, are there any experiences that you wanted to bring from the driver’s seat to the GT series? And I think that in terms of PSVR, it is more interesting because you can actually see what’s inside the car and what’s not.
Follow us on Twitter Follow and Tweet us Tweet to in order to achieve that, it becomes a battle to really try to not drop the quality of the asset so much but make the data as light as possible and create a rendering engine that can render it as fast as possible.