Quest 2 versus PC VR

There are a handful of differences between the Quest 2 version and the PC VR version of the game simply because of the very restrictive hardware of the Quest 2, so a lot of stuff had to be dialed down or cut. For the most part, these differences are only cosmetic and the core gameplay is the same overall. A few of them change a little bit in terms of controls and interaction.

This page is about those of these differences that's more than just "It looks better on PC". These are not intended to claim one version is better than the other, it is simply just a fun list to read with fascination.

* PC VR has a flashlight at the end of their guns. The Quest 2 doesn't have a flashlight at all.
* PC VR has shell casings when shooting.
* PC VR has gun physics and weight. This means that on the Quest 2, the guns are weightless lumps at the end of your hands with grab nodes, and guns can move through anything and interact with nothing. In PC VR, the guns have physical mass so you can use them to mess around with objects like boosters and bombs, and you can't just poke a gun through a wall or box like on the Quest. Furthermore, you can enable gun weight to emulate a sort of weight to your weapons. The improved physics on PC VR also means that throwing objects is different, but much more how you would expect.
* On PC VR, hands have physics. This means your hands can touch each other and can't clip into each other, unlike the Quest 2. This is displayed in interaction with objects.
* PC VR has better physics in other areas as well - for instance button interaction. On PC VR, you can push a button or the bell on Luna's desk with any part of your hand or most of your gun. On Quest 2, the button sort of makes your hand "stick to it" and you have to push it in a very linear way.
* You can break a number of items on the PC VR version that you cannot on Quest. This includes, but is not limited to, the radio on Boulevard and the windows on a parked bus in Boulevard.
* Harvest collection has an actual animation on PC VR whereas on Quest 2 it's very setatic.
* Being blinded by an Eater or a Sprawl Pod gives a complete darkness on PC VR where all enemies close to you are just blackened shadows. On Quest 2, the blind screen is sort of red and you can see any monster close to you.
* The view distance on PC VR is a lot better. On the Quest 2, the view distance had to be severely capped because of hardware limitations, and that means maps on Quest 2 often seem foggy or dark in places it doesn't always make sense. A prime example is the theater area of Boulevard which is completely lit up on PC but very dark on the Quest 2.
* Multiple containers are meant to have liquid in them - for instance Juice Boosters and the bottles on Boulevard. The liquid is visible on PC VR and you can move the item around to make the liquid shift. On the Quest 2, the objects just seem solid.
* The batteries on various guns and gun mods have wires on them on PC VR. These wires were removed to savce performance on the Quest 2, so on the Quest 2 it appears as though the batteries are unconnected
* The increased resolution and texture quality on PC VR means you can actually very clearly see that the zombies in the Arizona Sunshine arcade game have eyes.
* As an indirect result of the better physics, playing the Arizona Sunshine arcade game is easier and control is better on PC VR
* For performance reasons, story-relevant Runner skins wear face masks on the Quest 2 to reduce the number of bones that need to be animated. On PC VR, they do not wear face masks
* On PC, you can see people sleeping on mattresses in what used to be luggage cupboards before the fall