If the rendering requirements are different then they are different products.
These have the luxury of targeting a visual style and letting the users choose to pay for hardware that supports it or not. On PS4, users don't have that choice meaning the dev has to picmk a visual style. Will they pick the best possible for TV users (1080p60) or the best possible for VR (2160p60 up to 2160p120)? If PD have picked the latter and designed a game to look good on PSVR, they are compromising the experience for their TV users.
There absolutely should be a TV SKU or mode and a VR product if Sony still want to sell to TV users. Or, they have the option to sell a sub-par TV experience to TV users and hope they still buy in, but they shouldn't be surprised if the response isn't too enthusiastic when other devs are producing racing games targeting the TV users and pro viding a tailored experience.
Not only can you choose hardware to match the graphics quality you wish, you also have the option to choose the quality of effects to match the hardware that you own. A level of flexibility that is required for that platform due to the myriad hardware and software combinations available.
Consoles don't typically have that flexibility. Very few games released on console give any options to adjust graphics settings (why when there is only one hardware target?) and there is definitely no way to increase hardware capability on most current and previous generations of consoles. There were some exceptions like the enhanced carts for N64.
PSVR is introducing a wrinkle. It's basically introducing another hardware configuration for games. Some may equate this to being similar to just a difference in the display that is being connected (1080p versus 720p versus 480p etc.), except it isn't. You don't have the much if any options for reduced resolution or reduced frame rates. You also have an added required for not dropping any frames if at all possible.
What is means is that now console developers have to either,
- Support multiple graphics quality options similar to PC, but with less hardware permutations.
- Treat PSVR as a different platform than PS4. You either target PSVR customers or you target the much larger PS4 customer pool.
If you choose option 2. Then you have some consequences.
- PS4 consumers with PSVR obviously won't be able to play some PSVR games and won't buy them.
- PSVR games that can be played without PSVR are going to be significantly graphically compromised. In some cases (like most, but not all, Indie developed games without AAA budget for graphics) this won't be an issue.
So you either target PSVR and potentially significantly reduce the profit potential of your game title. Or you support both and offer a subpar experience for users without PSVR, potentially reducing their enjoyment of the game potentially getting more sales. Or you support PS4 only and have the largest profit potential.
Some one mentioned this being a larger impact to racing games than steering wheels. True, but Sony hopes it won't be as niche as steering wheels. Adding support for steering wheels also doesn't significantly increase the rendering requirements of a game, which in turn basically means it's a different gaming platform in relation to the base console required to run it.
Obviously supporting multiple graphics presets or options would be ideal. And I'm sure PD would do that if they had the luxury. But PD are literally being rushed to have this ready in time for PSVR. They can relatively easily put in graphics quality presets in the time they have available. But what's the point if they don't have the development time available to them to put in the assets and work to have significantly better graphics quality?
BTW - PS4k won't get rid of this problem. It just introduces 2 more gaming platform targets. To the base PS4 and PS4 VR gaming platform targets, they'll be adding PS4+ and PS4+ VR gaming targets. Meaning going forward it would greatly behoove console game developers to start developing as if they were developing on PC to some extent by having multiple graphics presets or just offering graphics rendering options to the player.
TL: DR - Polyphone Digital doesn't have the development time to do what is best. So they are doing what's best for Sony. IE - Push PSVR.
Regards,
SB