Rez Infinite VR Releases on PC with Rift and Vive Support Today

It is playable in desktop mode or with a VR headset, and its available now on Steam and Oculus Home.


The psychedelic rail shooter Rez was a hit back in 2001, Rez Infinite wowed everyone as an exclusive release for PS4 and PSVR last year. Now in a surprise move, the game has been ported to PC, and is available today on Steam and Oculus Home.

The game is playable in desktop or VR mode, with VR support for Rift and HTC Vive. Developer Enhance Games says a version will be available for Google Daydream later this year.

“We are extremely excited to finally bring Rez/Rez Infinite to PC.  It was a long time coming but now we have the best version yet, “Enhance Games founder and Rez creator Tetsuya Mizuguchi said in a press release. “With 4K support, up to double the texture quality, advanced graphic options as well as multiple controller options, we hope to introduce our game to a new audience who’ve never played Rez before and those who haven’t picked it up in a while.”

The game is getting a 20% discount immediately on Steam and on Oculus Home, available for $19.99. In addition, for a limited time, players will get the Digital Deluxe Edition for free, which adds a 7-track Area X digital soundtrack sampler by Hydelic (with four brand new tracks from the level), a digital excerpt from the Rez Infinite retrospective art book produced and sold exclusively at iam8bit, over 20 desktop wallpapers, and a set of original Rez avatars. 

Iam8bit is also offering a PC Collector's Edition with an audio cassette tape of the same Area X tracks included in the Digital Deluxe DLC, a digital download of the tracks and a Steam download code for the full game. Be advised that only 888 copies are available through iam8bit.

Contributing Editor
From The Chatty
  • reply
    August 9, 2017 8:45 AM

    John Keefer posted a new article, Rez Infinite VR Releases on PC with Rift and Vive Support Today

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      August 9, 2017 9:01 AM

      Oh shiiiitt!!!!!

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      August 9, 2017 9:04 AM

      I will buy this game so hard!

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      August 9, 2017 9:34 AM

      Whoah what?? Can it be played without VR?

      I'd love to have Rez on PC

      • reply
        August 9, 2017 9:39 AM

        Rez Infinite is playable in either traditional HD or fully immersive VR (SteamVR or Oculus).

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        August 9, 2017 9:39 AM

        Looks like a yes!

        Already have the HD version on 360 but will definitely pick this up. Was this port announced? This news came out of nowhere for me.

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          August 9, 2017 9:39 AM

          They sent out the PR blast last night. I am excite!

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            August 9, 2017 9:47 AM

            Rad! But unfortunately there's no 21:9 support for a no-VR plebe. Hope it gets added or hacked in.

    • reply
      August 9, 2017 9:53 AM


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      August 9, 2017 10:00 AM

      Awesome! Will be getting this.

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      August 9, 2017 10:06 AM

      Didn't see that coming. Will definitely try that out this weekend.

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      August 9, 2017 11:04 AM

      Bought the collector's edition from iam8bit, don't have a VR for the PC but no bought it already for the PSVR and i love it!

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      August 9, 2017 12:18 PM

      What the hell?!


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      August 9, 2017 1:17 PM

      Holy fuck shit man guys! This is amazing! Buying ASAP

      I hope somebody can hack in Trance Vibrator support

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      August 9, 2017 1:27 PM

      Digital Foundry review:

      It's runs really well! Only issue is that the classic stages run at 60fps even on a VR headset.

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        August 9, 2017 1:31 PM

        Oh, that's not good.

        Unfortunately, classic Rez does not fare quite as well. The issue is that the game appears to be designed for 60 frames per second. We already failed to uncap the frame-rate but, in VR, it seems that the 60Hz gameplay is forced to run at each headset's native 90Hz. The result is a visible double-image effect and motion simply isn't as smooth as it should be as a result. It's still enjoyable, but the game's legacy code seems to present a problem when running at higher frame-rates. I found that classic Rez was more likely to induce motion sickness.

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          August 9, 2017 1:48 PM

          Modders will deliver.

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            August 9, 2017 1:57 PM

            Hopefully that's not necessary and the devs will deliver.

            But if game logic is tied to 60hz, it will be hard for anyone to deliver.

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          August 9, 2017 1:55 PM

          I wonder if you can force the headsets to 60hz and disable strobing. That would make the game look better. The motion blur would be tough to deal with probably.

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            August 9, 2017 2:00 PM

            That's actually MORE likely to cause motion sickness. You need about 85hz minimum to avoid tripping up the inner ear

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              August 9, 2017 2:07 PM

              85? I did not know that.

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              August 9, 2017 2:35 PM

              but you want your refresh rate to match the game's frame rate. The game runs at 60 regardless of what you choose.

              So 60fps/60hz looks way better than 60fps/90hz.

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                August 9, 2017 5:03 PM

                Looking great won't do you much good if you just make your players sick.

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                  August 9, 2017 5:07 PM

                  Yeah, I was thinking if the game still head-tracks at 90hz, then it would still be OK, even if the stuff in the game world is moving at a 1:2 cadence because of the 60fps.

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          August 9, 2017 2:09 PM

          Did the PSVR headset have the same issue, or was it fine on PS4?

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            August 9, 2017 2:15 PM

            I want to say PSVR doubles 60hz content to 120hz for the display in a lot of cases

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      August 9, 2017 1:40 PM

      oh FUQ

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      August 9, 2017 2:40 PM

      Guys, I hate to bearer of bad news, but this port is a little lacking in the most important department: audio mixing.

      A lot of the samples are way, way off. Like the dude yelling "aaaaahhhhh" on the first boss. On the PS2 version, which I've probably played hundreds of times, this sample is really loud in the mix to get a sort of intense emotional punch in the boss battle.

      On this version.... you can barely hear it. And then it seems a lot of samples aren't played fully, like the last 10 milliseconds of a snare hit are cut off. Also, some of the synths and drums used during transitions in stages seem out of rhythm sometimes.

      I'd love to hear from any of you that are also deeply familiar with the PS2 and Dreamcast versions. I didn't even play stage 2. I may get a refund if I don't see some recognition from the devs in the next week or so.

      All that said, it does look really good. Only 16:9 support though.

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        August 9, 2017 2:59 PM

        Bummer. Could be a surround vs stereo thing? Seen console ports in the past that had to be run in 5.1 mode in Windows or else certain sound effects were quiet or missing entirely on 2 speaker or headphone setups.

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        August 9, 2017 5:08 PM

        So if anybody who just bought the game and wants to compare, here's some direct-rip gameplay from the dreamcast version. Tons of audio differences. The mix is just totally fucked

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        August 9, 2017 8:44 PM

        Ahhh that sucks. Maybe I'll wait... I mean VR is such a huge added feature, but the sound in Rez is also so vital to the game wahhh.

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          August 9, 2017 8:49 PM

          Honestly though, I'm probably not going to return it, because at least it has the new Area X, and that doesn't have a 16 year old version to "get wrong".

          I've made a thread on the Steam forums though, I hope the devs do something about it.

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      August 9, 2017 6:23 PM

      I hope updated vr hardware starts coming out.... Iv been seeing lots of vr stuff I want to play but when I had vive I decided it just was not good enough.

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      August 9, 2017 8:02 PM

      Holy shit.. the new Area X is Fucking INSANE!!!

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        August 10, 2017 6:30 AM

        Yeah I need a Rez sequel reeeeeal bad now

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