Phasmophobia PSVR2 Port REPORT | A missed opportunity…



Let’s talk Phasmo on PSVR2…

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40 thoughts on “Phasmophobia PSVR2 Port REPORT | A missed opportunity…”

  1. The game's launching in early access, which is an important qualifying factor when discussing the shortcomings of this port. If people react to this like it's a finished product, that's not fair on the game studio who have claimed no such thing. $20 is a low entry point for the kind of experience this offers in its current state, and hopefully people won't write this off because they've falsely been given the impression that this is the final build.

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  2. As someone whose had the PC version from very early on, don't be expecting too much improvement from a technical standpoint. It's early access but you can still have some level of expectation and that foviated rendering is a very poor implementation. I hope it sells well on console and they can get more people on the team to improve how the game performs

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  3. It’s worth noting that they may know about DFR and it’s a quick fix for them with the wobble and they could have it fixed by release or a next day patch. Anything before release is a pre release

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  4. Im pretty sure pc has force pickup. Like 100%. You need to look at the object and put your hand out and a little circle appears indicating that item is within reach of the force. It's not too far that it works but i could pick up items from the ground while standing and looking down. If it doesnt work then either it's not here or it's busted

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  5. don't forget that it is still in early access, i'm sure that they will look at the community feedbacks and make sure they will fix as much as possible before its full actual release

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  6. I have this on PC, run it with a 4080 super + 5800X3D, and it looks like ass. It’s ridiculously blurry and the antialiasing is absolute rubbish. It is not well optimized and can easily bring my 4080 super to its knees. So I wouldn’t expect too much from the console version. I’ won’t ever play this in VR anymore. That’s how bad it is.

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  7. As someone who hasn't really cared about this game at any point, I'm not too bothered, but I do hope it improves for those that have been looking forward to it…that said, judging by the current state of the PC version and how little seems to get done on it, I wouldn't hold my breath.

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  8. Honestly this is better than I was expecting. Weird about the DFR bug, but hopefully they can put out a patch to fix it soon. I wonder if there's something about the lack of antialiasing that makes DFR more noticeable? In your footage you could see the pixels jump between colours in a way that might be less noticeable if AA smoothed the visual transition between objects. 🤔🤷‍♂

    Still, it seems to run well enough with that disabled. Hopefully the performance holds up in multiplayer situations as well.

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  9. HELLO JAMMY as an ancient PSVR 1 user .. we have FINALLY analog stick on psvr 2 controller…BUT many game dont use it,, and i REALLLY REALLY dont like game that dont use ANALOGIC STICK ,,, some of them only offer. snap turn or continuous turn… this s VERY BAD… so please i will really apppreciate if you talk about the turning control… in every review. THANK YOU i have put a like

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  10. Such a bad looking game shouldn't need foveated rendering but as someone who has experienced the PC version of this game, I can confirm the developers are not exactly skilled at optomising their game.

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  11. 5:19 – Not sure about this one. But on PC version there is option to set for aim and grab items from fair distance for VR, so you dont have to crouch to grab the item. I mean its working for the equipment objects that you carry from the van.

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  12. OMG THE WOBBLING PLS SEE THIS COMMENT. When i got my psvr2 one of yhe first games was re village (had a great time) HOWEVER at random when id boot it up and 1/2 the time i did the whole screen was pulsing in and out and sort of wobbling espescially far away thinys and it made me sick

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