Amazed at how differently the PCVR and Quest 2 versions play
I've played about 30 hours of ITR on Quest 2, and then decided that I should get over my dislike of cables and just use a link cable to play it on PCVR*. The graphical quality is very different of course (PCVR environments are much more complex), but that's not really what stood out.
ITR is a much tougher game on PCVR! Or to put it another way, ITR's gameplay is more limited on Quest 2. It's likely due to the Quest's hardware limitations, but there are things like:
-
Darkness is more of a challenge in Q2. The Night Eye artifact is terrible. Flashlights' ranges are very short, so enemies can get closer. Flashlights don't stay on when you put them down, so you can't do the PCVR thing of putting a basic flashlight in your drop pouch and pointing it forwards. This makes the pocket flashlight and headlamp more meaningful as upgrades. It also makes flares extremely useful in Q2 because they probably have 3x the range of a flashlight.
-
Enemy density is probably 2-4x that of Q2 on default settings.
-
Suppressors in PCVR are must-haves if you're going to be sticking around in one place for a while, or else you'll get swarmed. In Q2, you can largely get by without them even in Kolkhoz.
-
Enemy detection ranges and times are VERY lenient on Q2. I almost never got spotted first on Q2, but it happens all the time on PCVR.
-
Enemies also seem more active on PCVR, but I'm not sure. It seems like they're more likely to run to different cover to flank me in PCVR, but they tended to slowly sneak towards me in Q2.
-
Enemy respawns from rifts also happen more often in PCVR. This might just be because the enemy density stops me from getting at the rifts as easily.
-
I think (but can't yet confirm) that there are fewer item spawns on Q2 than in PCVR, because Q2 has simpler terrain. For example, the little checkpoint on the road right at the Pervomay Route entrance has some stuff in/on it, but that checkpoint is entirely missing in Q2.
-
It seems easier and more consistent to clean weapons in Q2. Spray the gun, brush it up, it's done. In PCVR it's much more finicky, almost like I have to spray it to produce wet spots and then scrub the wet spots in particular, and sometimes it works and sometimes it doesn't. I'll try cleaning it in my hand, apparently that works better?
I'll probably find some other gameplay differences as I continue, but I thought I'd make this post because all of the google results for "into the radius pcvr vs quest 2" only talk about graphical differences and not about real gameplay differences.
*: AirLink performs poorly for me even though I have the ideal setup: A dedicated Wifi 6 5Ghz network solely for VR, router is connected to the PC by ethernet cable, I'm playing in the same room in line-of-sight of the router. The only difficulty I can think of is that my router may or may not do multi-band.
Posted Jan 5, 2023, 8:26 AM UTC
What a lot of people fail to remember (or realise) is that the game was never really designed/ intended for Q2 native and for a good time the devs kept saying things to the effect of ‘Q2 can’t run it / we can’t do it’ whenever asked about it. It’s a small miracle they managed to produce a stand-alone version at all imo, and so it should be expected that you get a reduced or restricted game because of that. (Sorry Q2 players but you will probably NEVER get arms or proper lighting!)
In terms of airlink, mine works great with a dedicated £40 router (AC1200) wired up to my pc and within view of the play space so you should be able to get that setup you described working (somehow-sorry no actual advice!)
No issue to me lmao.
I just want aggressive enemies back, used to be before the recent patches.
...And maybe Increased spawn rate now that we are getting 7% more power...
They're meant to be doing an AI overhaul for the enemies (or at least the Mimics; I could be wrong with the details) in an upcoming update, and they've said they'd be fixing the "Mimics stop shooting at you" bug that can pop up.
I agree with ya though, hopefully it makes the enemies more aggressive and difficult!