Going from 30fps to 60fps doesn't come for free, but the team were keen to explain the nips and tucks taken in this VR build. For starters, physically-based lighting is still used across DriveClub VR's track, with global illumination in play too. However, the deferred renderer used in the standard PS4 game is traded out for a forward rendering approach, lowering the computational burden. In practical terms, this means we lose atmospheric effects like a dynamic time of day, and also the distinctive rolling cloud simulation. As a compromise, races can still be set to a specific time prior to a race, with the team discussing 'baking in' shadows in order to relieve further strain on the GPU. It's possible this move could free up processor power to reinstate other lost features, such as the rear-view mirror - another a omission in order to keep a hold on 60fps.
This VR build also renders at a native resolution below 1920x1080 per eye. It's a reasonable cutback though, given at a full 1080p per eye this would precisely double the pixel count of the regular game. The good news is, we're told by producer Paul Rustchynsky that the overall combined pixel count for both eyes adds up to a number much higher than regular 1080p. It's fair to say the curtailing in resolution here leaves Driveclub looking softer than we'd like, especially with each display planted so close to our line of sight. On a more positive slant, performance is quite rightly the priority here, and the game itself can be explored in an unprecedented way.