Pyrian on 12/10/2020 at 13:28
When you want to defeat your enemies, but also want their meat tenderized for later.
Judith on 12/10/2020 at 14:56
Quote Posted by Pyrian
When you want to defeat your enemies, but also want their meat tenderized for later.
Hah, sort of :D I wanted the head to looks extra menacing, so I used an
orcish dwarven weapon as inspiration.
Yakoob on 27/10/2020 at 05:26
(
https://i.imgur.com/yvGGWDv.mp4)
EDIT: ok I cant figure out how to embed an imgur MP4 and imgur wont give me the GIF url anymore so all you get is a shitty link you're welcome
Renzatic on 27/10/2020 at 23:11
...so hot. :eek:
Weasel on 1/11/2020 at 07:05
Several months ago I talked about having a playable demo soon for my VR game, and here I am still putting that off while I make slow progress on it.
Switching my focus from Oculus Quest to Quest 2 has given me a big boost. Rather than struggling to keep the framerate consistent, I am now able to increase the detail and add nicer graphical features. Recently, I've modeled a few plants to liven up the place...
Inline Image:
https://i.imgur.com/cKhAax7.jpg
henke on 1/11/2020 at 07:16
Pretty flower. So will it still be playable on Quest 1? (otherwise I'm out as a tester)
Weasel on 1/11/2020 at 07:43
Quote Posted by henke
Pretty flower. So will it still be playable on Quest 1? (otherwise I'm out as a tester)
Thanks!
I probably will try to scale things back enough to make a Quest 1 version work. Trying to maintain the look I want is tough to do without running into framerate dips that have proven very difficult to pin down. It's frustrating, because it runs ok most of the time, and then looking at things from a certain angle (that doesn't seem especially different) will cause problems. I think overdraw is to blame.
Of course, at the rate I'm going now, if and when I have a final product (beyond a demo), the Quest 1 might be a forgotten relic for a lot of people (though I can certainly understand not wanting to upgrade to Quest 2 with the FB requirement).
Thanks again for your interest, and sorry the weeks are turning into months!
Weasel on 14/11/2020 at 09:24
Quote Posted by Weasel
I probably will try to scale things back enough to make a Quest 1 version work. Trying to maintain the look I want is tough to do without running into framerate dips that have proven very difficult to pin down. It's frustrating, because it runs ok most of the time, and then looking at things from a certain angle (that doesn't seem especially different) will cause problems. I think overdraw is to blame.
Of course, at the rate I'm going now, if and when I have a final product (beyond a demo), the Quest 1 might be a forgotten relic for a lot of people (though I can certainly understand not wanting to upgrade to Quest 2 with the FB requirement).
Thanks again for your interest, and sorry the weeks are turning into months!
Responding to my own post from the beginning of the month with an update...
After spending a few hours adding shader variant stuff to my custom shaders, I was able to make pared-back versions that run pretty well on the Quest 1 again (without having to branch my project at all). I might finally be getting close to having a demo ready (which works on either Quest), if I can stop finding little things to polish and just let it be the alpha demo it's supposed to be. It was going to be mostly grey-box (very basic geometry with generic textures), but some parts have progressed beyond that.