I will add more as they come.
Confirmed VR titles getting updates so far:
PSVR Face-off: PS4 vs PS4 Pro
Bound patch is up
Rez Infinite
Battlezone patch is up
Trackmania Turbo VR
Robinson: The Journey
Thumper
VEV: Viva Ex Vivo
VR Worlds
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http://blog.us.playstation.com/2016/09/08/ps4-pro-the-ultimate-faq/PS4 Pro’s upgraded processing power will give VR developers the ability to enhance their experiences with higher quality graphics, smoother or more stable framerates, and visual improvements in supported games. Developers can also choose to add PS4 Pro features to PS VR games post launch via a downloadable update.
Confirmed VR titles getting updates so far:
- DRIVECLUB VR
- PlayStation VR Worlds
- RIGS Mechanized Combat League
- The Playroom VR
- Thumper
- Until Dawn: Rush of Blood
- Bound
- Rez Infinite
- Battlezone
- Trackmania Turbo VR
- Robinson: The Journey (On disc)
- Eve Valkyrie
- Tumble
- Eagle Flight (On disc)
- The Assembly (Compatible since launch)
- Tethered
http://www.telegraph.co.uk/technolo...review-the-best-games-console-for-4k-players/While the majority of pre-release conversation has revolved around 4K television, the PS4 Pro will also give a boost to PSVR games. And, for me, it’s here that the console really earns its stripes. While PSVR games will always be limited by the 1920x1080 display of the headset, the extra power of the Pro still sees a definable upgrade to visuals in virtual reality.
Colour and lighting are more defined and everything is that little bit sharper. In sheer visual terms the upgrade is small, but it is noticeable. And in VR that makes a huge difference. When playing visually-intense games like Until Dawn: Rush of Blood on the regular PS4, visuals and text could blur at the edges. While the Pro doesn’t entirely eradicate such issues, the improvement makes playing PSVR noticeably more pleasant.
http://uploadvr.com/ps4-pro-psvr-review/Well, it’s a complex answer. Objectively speaking, yes, PS VR games do look better when running on a PS4 Pro. After setting them both up, side-by-side, on the same television using the same headset, I can confirm that games are noticeably sharper and crisper, especially if they have received an official patch incorporating support for PS4 Pro. Games like Battlezone and PS VR Worlds were patched ahead of time for testing, but even games like Driveclub VR, which didn’t have official Pro patches yet, looked crisper and smoother inside the headset.
PSVR Face-off: PS4 vs PS4 Pro
http://www.gamereactor.eu/news/479553/PSVR+Face-off+PS4+vs+PS4+Pro/The PlayStation 4 Pro is not only intended to improve the picture quality of games on a TV, but also in regards to PlayStation VR. That's why we experienced Driveclub VR and Robinson: The Journey running on both consoles, recording videos through Share's own capture system in order to show the results, as you can see below. As for the gaming experience with the device, the PS4 Pro clearly presents a sharper and sharper image, take our word for it.
http://www.roadtovr.com/the-biggest-gain-for-psvr-playstation-vr-on-ps4-pro-so-far-is-loading-times/In our initial tests, we’ve seen loading times improved significantly for PSVR games played on the PS4 Pro compared to the PS4. In Robinson: The Journey, we measured a 24% reduction in loading speed when launching a new campaign.
Bound patch is up
http://neogaf.site/forum/showpost.php?p=220286782&postcount=461As for VR. We enabled new effects in VR like volumetric lights. On top of that we are rendering sharper shadows - which are crucial in VR and rendering to 4K internal screen which is then supersampled to 1080P display in PSVR. We can do 4K rendering for PSVR since there are still unused black spots that saves us 15% of bandwidth. In native 4K we have places in the game that run at about 50 fps, and that's wy we decided to not use it.
Thanks in your interest! If you have Bound and PSVR, then you already have a free patch that enables VR for our game. Go and check it out
Rez Infinite
http://blog.us.playstation.com/2016/11/07/how-rez-infinite-shines-brighter-than-ever-on-ps4-pro/Similarly, those of you who have PS VR hooked up to your PS4 Pro might notice Area X looking a little different than you’re used to—that’s because the image being passed along to each of your eyes is being rendered at a higher resolution (1920 x 1080, instead of 1440 x 810 on a standard PS4), before being passed to the PS VR headset. Even though the final resolution it’s displayed at on the headset in the same either way, the extra rendering from the PS4 Pro makes a difference: each particle looks a little more clear, a little more solid, adding up to objects and enemies that look more distinct and “real,” whether close-up or at a distance.
Battlezone patch is up
http://www.rebellion.co.uk/blog/2016/10/27/patch-1-02-out-nowAdded PS4 Pro support
- Increased super-sampling resolution
- Improved dynamic lighting in the Cobra cockpit
- Increased reflective lighting resolution
Trackmania Turbo VR
"New VR experience with Playstation VR. Playstation Pro Support: 4K resolution and enchanced graphic quality in standard modes, higher framerate in VR experience(120 fps). Improved loading times.
Robinson: The Journey
http://wccftech.com/crytek-details-robinson-journey-ps4-pro-enhancements-impressed-sonys-ps-vr/-Higher rendering resolution
-Enhanced SSDO/SSAO lighting effects
-Longer view distances
-Higher quality texture filtering
-More seamless LOD (level of detail) generation
Thumper
https://www.vg247.com/2016/11/09/ps4...-ps-vr-owners/The simple-looking but stylish game runs at 90fps as an absolute standard in order to really maintain its frantic feel, but on PS4 Pro the game renders at a higher resolution and is then supersampled down. The end result isn’t something that’s game-changingly different for Thumper but it is there; if you’ve already played a lot of Thumper, you’ll likely spot the little boost PS4 Pro gives you.
VEV: Viva Ex Vivo
Fwiw, VEV doesn't have strict Pro improvements in place - we hit all our metrics (90 fps and 90 hz physics, native 1080p) without any drops or stutter on the base PS4 unit.
Still, testing on a Pro in VR does seem to lead to minor visual improvements in some of our lighting and shadow elements, and texture LOD and filtering--although I've spent so long with the code it's probably easier for me to see than anyone else. It's minor, but it was a welcome surprise.
Oh. Also loading is a bit smoother even in base mode.
VR Worlds
I thought I’d go into detail on the PS4 Pro improvements we made to VR Worlds, as I know some of you are curious. General improvements are:
We also added screen space reflections to The London Heist and Scavengers Odyssey, and volumetric shadowed lighting and improved forcefield effects to Danger Ball.
- Increased resolution
- Improved lighting with higher resolution shadows, and more lights casting shadows
- Screen space ambient occlusion where previously not present
- Anisotropic filtering improvements
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