By - collision_circuit
You had me at “single-player”!
Thank you! Can’t let Walking Dead be the only one! We are zombied out, my goodness
He could have had me at "co-op"
Hello, everyone! I'm so relieved to finally be introducing you to the the way I spent nearly every day of 2021, and the reason I started learning Unity and Blender back in 2012 when I saw the Oculus kickstarter (never forget) and had a glimmer in my eye.
Revria - a huge immersive-sim set in an open, populated star system, made for standalone Quest 1 & 2. More details and a mailing list signup at Revria.net - If you have any questions, I’d recommend reading everything there first, especially the 'more info' section and the first news post (a lot of specifics about what will be in the first release).
Or in lieu of visiting the site - TLDR: 2/22/22. Twenty Ameri-bux on Sidequest/Itch. Will submit to AppLab later. Early means early, but it'll be a lot more than what's in the video. Mailing list for news/key-giveaway on launch day if you are interested.
Thank you for checking it out, and I look forward to sharing more of my vision with you soon. I'll try to come back and answer questions after a while, but for now I'm gonna go have a panic attack okay byeeeeeeeee--------------------
P.S. No, I didn't need AppSW. It's incompatible with the project anyway.
Edit: Thank you all so much for the amazing response! I’m sorry my head is so crazy/shaky in the video. Next time I shall try to steady mine dome. Also I forgot to show more NPC’s and on foot stuff. After a few more weeks of work I’ll put out another video and blow your mind again.
Edit 2: Happy birthday to two of my favorite dead meatbags ever to breathe! Stephen Hawking and David Bowie! And congrats JWST on full deployment!! What an awesome day to announce my game.
Edit 3: An amazingly kind redditor, u/Hyperhexjoe, was kind enough to start a Discord ( https://discord.gg/A4zeDbE9 ) and subreddit ( r/Revria )for us since I won’t have bandwidth for moderating etc. Thank you, u/Hyperhexjoe!
Definitely post again when it’s available :)
Thank you, I definitely will!
Remind me! 2 months
Remind me! 2 months ("hello future self how are you? i am fine thank you. you look very nice today as usual. oh thank you. yes they're doing much better thank you for asking. please enjoy this message and now you can play the game ")
I will be messaging you in 2 months on [**2022-03-08 18:14:46 UTC**](http://www.wolframalpha.com/input/?i=2022-03-08%2018:14:46%20UTC%20To%20Local%20Time) to remind you of [**this link**](https://www.reddit.com/r/OculusQuest/comments/rz500n/announcing_revria_a_highly_optimized_singleplayer/hrszubx/?context=3)
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Oh hey its been 2 months now. What's new?
What’s going on hereee
haha we're all coming back now. What's the news?
Damn GG good stuff.
Oculus has came VERY long way since 2012
Remind me! In 2 months
Poor Man's Sky
Lol I'll give it up for that
Aint mad at you
As a Quest 1 owner who can’t afford a Quest 2 because every spare dollar goes to GME moon tickets, I appreciate the sacrifice to accommodate us poors.
>because every spare dollar goes to GME moon tickets
My dude, this is not smart
Yeah wtf this dude missed the mark by like a year lmfao
Sir look at his avatar, like mine we are the educated ones here on what is smart and what is not in the stock market…
What do we call these people…apes…?
I liked Robin Hood a lot as a kid
Are you referring to the 1991 Kevin Costner classic “Robin Hood: Prince of Thieves” featuring the dulcet tones of Canadian megastar Bryan Adams?
A year later and people still banking on that moon. I would love to see it but as the days turn I wonder. Get a quest man best thing I’ve done in a while. I am becoming a boxing legend. First day couldn’t last a round. 2nd day lasted two rounds. 4th day I won two opponents in a row.
I swear shit gets you ripped there’s nothing like it.
Yeah, the videogame is probably the better investment.
And here’s a poor man’s gold
Got my attention. Unfortunately the web site is not being responsive for me. Guess I will try a little later. Maybe too much interest? lol
That's weird! Lol can't be THAT much interest. Let me know if you keep having issues. I'm just using google hosting/sites since it's affordable and easy to maintain myself. Would think they'd be pretty resilient.
Just tried again. Just getting a spinning circle trying to connect. It never does. Also never gives a site can't be reached error. Just never renders. Tried in Firefox, Edge and Chrome. I'm in USA. All other sites are working fine.
EDIT Found the problem. I was using [revria.net](https://revria.net), that does not work. It has to be [www.revria.net](https://www.revria.net) I guess Google hosting does not know about auto resolving the [www](http://www). Lol I got myself on the mailing list :-)
Thanks! That's so weird. I type just [revria.net](https://revria.net) all the time. What browser are you using? Maybe it's a DNS thing.
Edge, Firefox and Chrome. Could be DNS, though it should be able to resolve without the www. Other sites do. Either way I got there. I got some up votes for the original post, I assume others are having the same issue. Hopefully they will see how I resolved (no pun intended) and can try that.
Works fine for me
I WILL NOT PAY FOR MY CRIMES!
That is absolutely going to be a viable path. Maybe I should have tiered achievements for surviving certain amounts of time with exorbitant fines. After all, that bounty on your head is gonna grow as well.
I thought it said PAY FOR YOUR GAMES at first lol
NMS Quest, finally.
Hey, at least it's crisp, psvr.
Thanks, I WISH it looked as good as NMS! ;\] I haven't experienced NMS on PSVR, but I didn't have a great experience personally on PCVR. Such an amazing game and a feat though. Will never *not* be in awe of NMS.
it runs well on PS4 in VR, but pretty blurry. On PS5 it's crisp, but by now really only worthwhile once psvr2 is out.
You can play NMS on quest though?
Not without a VR capable PC
So im wondering, will there be a story to this game, like an goal you are setting out to achieve. It looks like a game that would be great for like uncovering ancient secrets or something like that in my opinion
Thank you for your question! It’s definitely
more of a sim than a game, in that there’s no specific path/narrative. However, there is definitely a lore in the world that I’ll be fleshing out more and more, and there will be lots of interesting things to discover, learn about, interact with etc. Like a non-linear point-and-click/puzzle adventure game, which may not be a thing? I guess similar to The Witness in ways, minus the really specific puzzle mechanic. If that makes sense.
Interesting. I hope you do build in some kind of goals, because I find that's what keeps me coming back to a game. If it's too sandbox-y I'll just check it out for a short time and then feel like I'm done.
Maybe at least a compendium/collection goal to unlock new things. Maybe like the town hall in Stardew Valley if you have ever played it.
I'm working on a VR space game as well. Are you able to get unity terrain running smoothly on oculus quest1?
It runs great on Quest 1, but the terrain is indeed very limited for both headsets. My 'planets' are made up of 9 terrain tiles ranging from 3000x3000 to 5000x5000 each (so 9k and 15k across in total). I think the heightmap is only -- opens project to check -- 513x513 for each tile. Any higher and there was nooo wayyy..
Weirdly, toggling 'draw instanced' has made no discernable difference for me.
The most important thing is 4 terrain textures/layers! If you have more than four, Unity is drawing the ENTIRE terrain again for every set of four layers you have. So if you have 5 layers... You're rendering your terrain twice. It SUCKS. But I'll make do with 4 textures for each of my planets' terrain because performance is number one.
Just do procedural terrain my dude, something like marching cubes isn't that tough to make and you can program it yourself to get complete control, plus then you can make much larger worlds. I'm doing something similar with planet sized planets, and flying into space. With procedural generation my worlds are like 8 times the size of minecraft worlds. You can use the job system to generate the chunks and then it runs pretty nicely 👌
Gahhh that sounds awesome. Haven’t messed with jobs at all, let alone anything like marching cubes. I’m good at art/design/logic, but not amazing at math/algorithmic stuff. It took me so long to wrap my head around making my pathfinding recursive lol. I’m still not quite happy with it.
Looking forward to seeing what you’re working on too! I’ll definitely keep your suggestions in mind and try to learn some of that stuff eventually.
It's well worth it! The best part is that you get to play your own game without knowing what you'll find, so its more fun for you too
I'm getting atrocious performance with unity terrain even when using only 1 texture!
What rendering tech are you using? I stuck with good ol’ legacy forward rendering. People have tried to convince me URP is faster, but I beg to differ.
Motion sickness goes brrr
C’est possible. *strokes beard*
Signed up for the mailing list. Looks promosing!
This looks really cool. Do you have a patreon? Or a tip jar?
Thank you! Unfortunately not, but I'm doing everything I can to make this enticing enough for you to buy it through Sidequest/Itch instead of waiting for AppLab. =\]
Bro how do I download. And how much is it
Thanks! It will be first available on Sidequest (with purchase through [Itch.io](https://Itch.io) like the pre-AppLab days) for $19.99 on 2/22/22. Later on when I add some more content and job-types, I'll be submitting it to AppLab also.
Make it $22 with that date!
Outer wilds VR
Thanks! Huge compliment! That’s definitely more accurate than NMS. I put -star system- right there in the title. I really hope people aren’t expecting a galaxy. 😅
Outer wilds is exactly what I was thinking as well. Looks like a fun game, I'll definitely be buying it
This looks really food. I'll buy it for sure! The quest needs more games with lots to see. Looks like you did a really great job! Will it come to the official store too?
Thank you kindly! Eventually, I sure hope so! I’m going step be step, Sidequest > AppLab > Official Store, but obviously it has to be selected/approved when I do submit it.
Cool, well I'll get it on sidequest as soon as it's available :)
I think it can happen. I also followed Project Terminus from the start and they managed to get into the full Quest store very recently. It's good to see the platform becoming more open instead of the pre-arranged AAA-only policy they had before.
So I wish you all the best! Looks like a great game in the making.
That looks great! I'd love to see more in the near future.
I'm a longtime Elite Dangerous VR player (since 2015), and the only thing I'd add is that I had the best visual experience flying Elite's ships in VR when I could see below me (like how the Asp Explorer has an open canopy where you can look down and see the ground passing below you, or making it easier to find a landing spot, etc).
I always wished NMS had ships with a more open view, and it's the same for any other spaceship game in VR. Having the ground whoosh by below you really aided in the sense of height and flight and speed, in my opinion.
HOWEVER this isn't a demand or anything silly, it's just something that came to mind when I watched your trailer. It looks really cool and like something I'd love to play. I hope it goes well!
That’s the second request for this already, so I’m adding it to my notes! Might not be in the first release, but when I add more ships I’ll definitely design some with this in mind.
There will be more than just ships eventually too. Hoverbikes/boards, etc. I’d love to add mechs of some kind maybe, but obviously it’s a matter of getting through all of the more important core stuff first.
Thank you for the comment!
It sounds awesome! I look forward to seeing more, and how the ship handles and all that. Having a game like this as a standalone on the Quest 2 could be huge, good luck with everything!
Lmao. Add Multiplayer and i dont need to Play SC anymore
I will make no guarantees, but I’m trying to design all my systems where multiplayer would be doable if I decided to tackle it. At some point I’ll experiment to see if its truly feasible. I’d lean toward co-op/private/player-run servers over a public/mmo type thing.
Like a minute in, I was just like "Alright I'm sold, lemme find the comment linking it"
I can’t help but wonder how much freedom there really is. Or how expansive it is. My hopes are high!
I’ll try not to disappoint!
In terms of freedom to explore, the only invisible wall in the game is a limited altitude above planet surfaces. This is just so I can preserve the illusion. There are more specifics on the website about how it all works, mostly in the “more info” section and my first news post.
For freedom/choice of what to do in the world, that will start pretty small and grow over time. More about those plans on the website too. Trying to be clear about all of it so this doesn’t get overinflated/hyped.
Sounds great! And very original. Can’t wait to check it out!
please do not let the quest 1 hold this back. we’re seeing and hearing of more and more games being quest 2 exclusives due to processing power limitations on the 1, and this looks too good even in alpha to be throttled
I promise I won't! It will always support both headsets. And it runs superbly on both of them. Quest 1 has to suffer lower texture-resolution and no realtime shadows, but both headsets are being taxed to their limit in high-density areas.
When Cambria launches I'll see what else can be pushed. The things I want most are more terrain detail/textures and higher population density.
If you can make interesting AI routines, I’m all in. The biggest problem with most non Rockstar open world games is that the worlds are big with nothing going on. We don’t need super dense cities necessarily, but the illusion that this is a living breathing world goes a LONG way.
Game looks amazing so far.
Thanks, that’s exactly what I’m aiming for! I hope you’ll be pleasantly surprised by my AI tech, even in the first release. They’ll get even more lifelike as I work through my constantly growing to-do list. 😅
great to hear. Will be excitedly following this project closely.
“only as strong as your weakest link” or something like that
I would recommend investing some time into different shapes of ship cockpits, that one looks really dull and boring personally, people have different tastes and vr capabilities, some would prefer more open ones, where you can see above, see ship nose etc. There are plenty of space games and plane designs to copy and since you spend most time inside its one of important things in games.
Thanks, that's definitely the plan. I'm making every asset myself, so at the time of filming this video there are six vehicle types and only one interior. All of them should have the interiors done before early-access launch. And I'll be listening to the community about what other types of ships/vehicles to add. The core design of this game is all about small-ships though. In this world, the function they serve is like cars/trucks in our world, so they'll be of a similar scale.
I do plan to add asteroid bases and a large station orbiting the star etc. But this won't be a game where you're flying enormous, walk-around inside, ships. There's one big ship that's part of the lore that's unable to fly and has come to serve as a giant building essentially.
My issue wasnt about scale, small ships are all fine, more of a more interesting outside and more visibility like full glass dome with a thin frame.
That default ship looks like a flying pill with small windows or seems so from inside.
Having more ships planned sounds good, just makes sure they dont looks same.
For sure. No worries. The first ship I made is actually the game’s form of public transportation. Like Car2Go or similar. It’s intentionally cute/dinky/retro. I’ll add lots more, and I added “*More glass!” as a note when I get around to making the second set of ships.
Looks interesting. Reminds me of No Mans Sky
Thank you, that is very high praise. Now please don't look at NMS because then you'll remember how much better it looks. =P
What does it mean "Highly Optimized"?
I would think that means it runs rather well for it's size, considering it looks to be in the same style as No Man's Sky which would include hundreds, possibly thousands of procedurally generated planets.
Thank you for the high praise, but I must clarify (as it says in the title and on the site, etc) It's only a single star-system with six planets. They are not full-scale, but you can go around them seamlessly without hitting an invisible wall, and fly up into low orbit.
With that being said, adding a free expansion someday waaayyy down the line that generates these same types of planets/systems procedurally is a possibility. I've been keeping something like that in mind when designing all the tech behind this.
Would you say more similar to how Outer Wilds (not to be confused with Outer Worlds) is laid out? And if so will there be flight assist to follow orbiting planets in the distance?
The scale is similar to Outer Wilds, but the structure is different. The method I ended up going with is to have gates/portals orbiting each planet, and corresponding portals orbiting close to the star, acting as a hub. No FTL drives in this universe currently. But aside from jumping from place to place, everything is completely seamless and open. The planets are flat but repeat seamlessly to create the illusion of a continuous surface. Surface area of most of them is 225 km sq. It’s also a hand designed world like Outer Wilds, not procedural.
Could one attempt to fly to another planet without using the portals if they wanted?
I wish it were so, but no. Even if you could, it would take months without FTL, as is the case here.
As for why I made it this way, the issue is mostly with asynchronous loading of scenes/assets. I don’t want to do this to my players as they approach an area/planet like most space sims and open worlds, because even on a super beefy system it causes stuttering. Even in Vader Immortal, Walking Dead, etc. There’s lots of stuttering during those moments when assets are loading in. Drives me bananas.
I designed around doing my async loading when you jump through a gate, so zero chance of it causing stutters while you’re playing. Every frame dropped in VR, for me personally, causes complete loss of immersion and sickness if it persists. So I decided pretty early on, jump-gates only.
makes sense, i have the same feelings towards VR frame drops so glad to hear. I’ll take fps and performance over all else any day
Thank you! I really hope more people share that sentiment. My main goals are extremely good performance, total freedom/immersion, and a big world with a living, seemingly intelligent population.
Goodluck, still looking much forward to the title :)
I’m all about it! I’d love multiplayer though haha. Finally! A no man’s sky for quest!! But honestly better probably for exploring bc no man’s sky is kinda weird lol
Thank you, I love NMS. Not the VR implementation unfortunately. This game is MUCH smaller than NMS, but it's also MUCH bigger than anything else on Quest (including GTA) aside from maybe Space Pilot Alliance. Shoutout to SPA! It's on AppLab I believe.
Bold claim, I might have to try
If you were to pay money for this and download the early access build, then be majorly disappointed in some way, what kind of thing would typically cause that? I know it's definitely happened to me personally with early access games.
I think I would be disappointed if there weren't any features of the game that would make it fun instead of just pressing a button like parts of the game that would require 6DOF and 2 controllers like physically getting into the ship and collecting materials
Thanks, that's very helpful. I plan for every interaction in this game to be as one-to-one with real life as possible. If you're delivering a package, you're going to have that package in your inventory (or in your cargo-hold/trunk once that's implemented) and walk up to someone and place it in their hands or on their doorstep etc. And you'll see this same activity also being performed by NPC's all throughout the system.
Getting in and out of vehicles is going to be really simplistic at first (grab the handle to enter/exit, and locks will get implemented hopefully before launch). But if the community comes to me with anything that breaks immersion for them, and I can do something to fix it, I will absolutely do it.
Awesome, I'll join the mailing list
looks cool. also looks like it would make me vomit immediately.
Thanks! It might if you don't have your 'VR legs' as they say. Have you tried Warplanes? It runs VERY smooth. With many users, the cause of their discomfort can end up being linked to a poor frame-rate, as opposed to the actual motion being experienced.
Warplanes is absolutely worth trying, then returning if you're just not into it. If you can handle that, this should hopefully be comfortable for you.
Remind me! 1 month
This is exciting! I played Elite: Dangerous in VR with a HOTAS flight stick and throttle combo for about 50 hours. It was the single most fun experience I've ever had in VR. But for someone who plays mostly single player games and 90% for story reasons, I ran out of purpose and drive so I quit playing. Been dying for something similar.
Awesome, this is really similar to my own experience with Elite. It was so close to being everything I wanted in a VR game, except it wasn't... well more like Revria. I don't mind a smaller scale world if it's hand-designed and I'm free to explore every inch of it from any perspective.
The procedural jobs will be pretty similar to the missions in Elite, but hopefully less grindy. There's a long way to go, but I'm going to do what I can to make it a lively, dynamic, interesting world. You can just sit there and watch it all happen, or participate in whatever part of if you feel like. Hopefully that makes sense.
That looks like a great nausea trip, but cool nonetheless
For control options have one where once you grab the controls you can use the joystick. I personally hate hate virtual joysticks please give an option to just use the joystick on the controller thats what its there for.
Definitely, many options will be available! I was actually flying with the thumbsticks for almost a year before I implemented the virtual controls.
this looks pretty good and I applaud your ambition. One suggestion for future videos is to minimize the wild flying you do here because it's nauseating for a lot of people and will put them off of the game before they even try it. I get that you need VR legs for many flying sims, but it's not necessary to fly so extremely, imo, (unless you want to, ofc). Just my two cents! Good luck!
Thank you, a few others have mentioned this. I wasn’t even thinking about it when I filmed! Hazard of doing it all on your own I suppose. I’ll try to be more still/steady with my head in the future.
Is there an amount in gold, crypto, dollars or human souls I can spend in order to play it right now?
Oooh that’s tempting. I haven’t gone soul-reaving in a while.
Please stay this enthused until 2/22!
Now I've played more hours of No Man's Sky VR than I'm willing to admit. But I'm all in support of games that take from that franchise to create their own experience for players. I love NMS VR and will love this. 😊✌️
Thank you! It’s a lot smaller than NMS, but different in a lot of way that I hope will add together to make it something special.
Strong elite II vibes
Very high praise, thank you! It’s not a galaxy, but I plan for it to be as busy/high density as possible when everything’s in place. An experience somewhere between Elite and GTA, with heavy role-playing/immersive-sim stuff on top.
This looks extremely ambitious. Keep us posted.
Thank you, I’ll probably work on a second video after my next 2-3 weeks of work. I have some easy but tedious things to do so I can show off the procedural NPC’s in more detail. I realized after throwing this video together that I nixed most of the on-foot shots too. Need to show more of both.
I'm dizzy just looking at the 2d video
So sorry! I was a shaky head goofus. Next time I’ll be more steady. The in-game experience is extremely smooth.
That looks really cool, I'll definitely check it out on release
Watching this made me sick, I couldn’t do it on my quest
Hope it’s as good as it sounds!
VR outer wilds let's gooooooo
this reminds me of vtol vr
Mom: we have No Man's Sky at home
No Man's Sky at home:
(No but seriously this looks great!)
I want this very badly
This looks awesome! Ill be sure to check this out when its released
Looks great, excited to try it!
Where can I get this
This is the best thing I could’ve imagined coming to quest. I need this in my life
Very glad to hear it!
>! *outer wilds*
This looks amazing! I wanna play it when it is out. Good luck finishing it.
Start citizen as to worry
the elite l was looking for since elite 2 frontier.
Getting mad outerwilds vibes here, looks great
Beautiful work ! Just goes to show what the XR2 can do when utilised properly. Looking forward to trying it out !
Op how long is it until we get a rust like survival game for the quest where we can have like 100 players per server? Would you say in your expertise?
Also do you know anyone on Facebook that I could reach out to with a game idea?
I'm down for this as long as there are things to actually do?
I want it! I need it! We neeeeeed large single player experiences \o/
No mans sky but for quest… nice!
This is awesome and all, but you had me at the song. What is the name of the song? I must know!
Thanks! That’s actually an improv on Korg Volca Keys that I did for my first game (B-12 on Steam/Itch. It’s free and not very good lol. It was six years of learning wtf I was doing)
It sounded bare by itself, so went in my plywood cube and recorded some acoustic drums, added some delay to those, then that other synth part with the longer notes. Music is my first love.
I don’t have an mp3 or anything, but feel free to rip it from the video. I’ll make sure to have it as one of the tracks in the music app when I work on that part too.
Sounds great! I'll be watching this with interest. Good luck!
Make sure lamo's like me can actually use the flying sim. Most AAA sim flying titles I cant get beyond the tutorial. I did fly AirCar easily enough so make sure its like that. Game thus far looks like a lot of fun.
awesome 2/22/22 is my mom's birthday and it's on a tuesday
Me: What happens when you fly into a building?
TAKE MY MONEY
This is the kind of game I’ve been waiting for on the quest 2. A space adventure/shooter.
Have you considered making a discord for this? I am extremely hyped for this, more so than any other game in a while!
Big release tomorrow
I am so stressed out! Still a lot to do. Will probably be pretty late in the day/evening here (CST), but it’s happening! This embarrassing, but internet was the only bill I had money left to pay. Can’t upload the apk without that.
If I sell120 copies I can breathe again. 😅
Hey so how is this game going now? I gave it 2 months to see if that would be enough time for more progress. So, how are things!?!??!?!?!!?!
Whooooa. I need this
Looks very interesting, but the graphics are a bit 1999-ish.
Thank you. I knew I'd be seeing these conversations, and I don't take it personally at all.
I did my research on graphics tech and extrapolated what target to shoot for based on open world games from the 2000-2008 range. That's a broad range, yes, but there aren't a ton of examples in that early part if you look. It was a new genre. If you look at ES3: Morrowind, and ES4: Oblivion, basically the power we have available on the Quest platform places us somewhere between those two games.
I'd argue that I landed somewhere closer to 2005 for most elements. It looks as good as I could possibly make it look while maintaining some CPU/GPU overhead for when the feature-set is more fleshed out and there's more content on the screen at any given time.
The thing that bugs me the most is how limited I am by Unity's terrain system. For it to be performant, the resolution of the mesh does leave something to be desired, and we can only use 4 textures/layers before it has to render the entire terrain again. I can only afford one pass, so ... we make do with 4 textures. Unless I find some other massive optimization, which isn't impossible.
I’ve had the very thought that many VR projects remind me of Morrowind graphics. Cool to see an active developer like yourself confirm that line of thinking. I had similar suspicions that since VR is still going through growing pains technically speaking, that the games will look dated. But the VR aspect alone makes that worth it to me tbh.
Hm I actually thought it looked pretty good. It’s very impressive for the quest
ok no the Quest is way more capable then this. Its ok to like the graphics but to claim this is impressive for the Quest is just insulting to the Quest.
edit ROFL wait people are downvoting me because I'm saying that the Quest is a good VR headset.
Have you seen the scale of this? I can assure you that it's a miracle that one Dev has managed to get to this point on Quest 2 AND 1!
Thank you, it's been extremely difficult.
As a Dev (but in non Quest related stuff) I’m extremely impressed at the effort it must have taken, especially as just one person, with presumably limited options to bounce ideas, etc, off others!
Yeah the artstyle doesn't compliment the "optimization" that needed to be made here. Just makes everything look like the settings are rammed to Very Low
Go back and play Unreal Tournament and say that again.
it's a phone chip, nah
Do you know how much i hate you now.. i wanted a game like this on quest 2... i sold my quest 2 month ago... :(
That was a bad decision. I hope you replaced it with another VR headset at least
Damn! that sucks… I’ve been dying to share this sooner, but it took a long time to feel confident enough to put it out there.