The Arcslinger (PSVR) - Main Menu
The biggest difference between the original Daydream and "HD" ports of The Arcslinger is that the player now dual-wields guns (there's still only one Angelheart for slinging). While the gameplay needed to be rebalanced around the fact the player now could independently target enemies, our studio didn't have the resources to allocate artists to upgrade our art assets, so we took a very selective approach in enhancing the visuals fo the latter releases.
For me, that meant upping the resolution of textures (many source assets were already higher than we could support on mobile, so this was more like flicking a switch), enhancing shaders, improving the lighting (most notably by enabling dynamic shadows, but also thanks to higher resolution lightmaps), and enabling post-processed bloom (which is not present in these captures).
The PSVR release benefited from being our last port as more recent releases of the Unreal Engine enabled optimizations we previously couldn't exploit to reduce draw calls...meaning more enhancments even if PS4's GPU isn't as powerful as the graphics card targeted during our HD port.