Ugh! I have my Vive packed away right now, so i can't really experience it properly. I followed what James did and used my phone. So I at least got it to run it without issue. From what I saw I'm super impressed! This looks great!
Thanks for the words @JamesTKhan! To be honest, I was really frustrated with the overall visuals, so is really comforting reading your message. The desktop and html versions look much better but in order to make it run smoother on Oculus I had to heavily downgrade the graphics.
VR, bold choice! Works on Q2 in the browser, pretty nuts. There might be some rendering issues, I cant tell if thats intended or not. Mechanic works well!
Thanks, @evilenity! Yeah, I almost regret trying to make a VR game in the middle of the Jam, I am glad I tried. And yes, regarding the rendering issues, unfortunately, I had to cut a lot of assets and effects from the game including the skybox so it could run smoother on Oculus this was the best I could achieve. I tried to polish the mechanics as much as I could (it was the first feature I implemented and the last thing I tweaked).
Comments
Ugh! I have my Vive packed away right now, so i can't really experience it properly. I followed what James did and used my phone. So I at least got it to run it without issue. From what I saw I'm super impressed! This looks great!
This looks awesome, I don't have my VR plugged in at the moment but cheated a little bit by tricking it with my phone.
Thanks for the words @JamesTKhan! To be honest, I was really frustrated with the overall visuals, so is really comforting reading your message. The desktop and html versions look much better but in order to make it run smoother on Oculus I had to heavily downgrade the graphics.
Thanks for the help during the Jam!
VR, bold choice! Works on Q2 in the browser, pretty nuts. There might be some rendering issues, I cant tell if thats intended or not. Mechanic works well!
Thanks, @evilenity! Yeah, I almost regret trying to make a VR game in the middle of the Jam, I am glad I tried. And yes, regarding the rendering issues, unfortunately, I had to cut a lot of assets and effects from the game including the skybox so it could run smoother on Oculus this was the best I could achieve. I tried to polish the mechanics as much as I could (it was the first feature I implemented and the last thing I tweaked).