VR for Crytek is ‘high visual fidelity’ and ‘vast, open areas’

    One of the biggest developers currently known to be working in virtual reality (VR) is Crytek, the company behind the Crysis series and the creator of CryEngine. The team’s middleware is enabling others to create VR experiences, but it’s also working on its very own title in Robinson: The Journey, which is set to debut on the PlayStation VR head-mounted display (HMD) for PlayStation 4. But just what does VR mean to Crytek? According to the team’s Executive Producer, it’s all open ‘vast, open areas’ and ‘high visual fidelity’.

    The company’s Elijah Freeman said as much to VRFocus in an interview that will be published later this week. “Basically, Crytek started – a long time ago – thinking about stereoscopic 3D rendering,” he said, explaining how the company began its work in VR. “I mean, we’ve had it in the engine since Crysis 2. So this was a natural progression for us and VR, for us and Crytek in general, is first-person oriented, vast, open areas, high visual fidelity. All of these things are our stomping grounds, so it felt natural for us to jump into VR. And since we’ve had a passion for this type of rendering it felt natural for us, so this is where we are now.”

    Robinson: The Journey itself comes off of the back of three VR tech demos that Crytek has put together over the past year. The first was a simple experience set in a forest environment, while the following two hinted at what was to come from the developer. Both Back to Dinosaur Island and its sequel, Back to Dinosaur Island 2, gave players a close encounter with prehistoric beasts. In that spirit, Robinson: The Journey casts players as a young boy that crash lands on an alien planet invested with dinosaurs. A release date for the experience is yet to be set.

    PlayStation VR itself is set to get another showing this weekend at the PlayStation Experience. VRFocus will be at the event to bring you all of the latest on the device.


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