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It's extremely noticable right at the beginning, but also in any outside areas. It was perfectly fine in 0.3.11, but just looking at the moving people (?) at the start and turning the head left and right causes massive, nauseating jitter.

(+2)

There's a huge blending mesh, I'll drop that and reduce number of "people".

I disabled anti-banding (it is noticable in some open spaces) and increased foveated rendering from 3 to 4. I also changed how light is calculated which increased things a bit even more.

But I will definitely have to investigate some meshes and fix them for Quest.

(3 edits)

Are these fixes into #195? Because yesterday I played #192 and had the same problems as Arakorn, but only during one of the two playthroughs I did, both on Tourist.

The first one went totally smooth (render scale 0.7x, AA 2x). The second instead, hours later, was all jittery no matter the graphics setup, even after starting a new level many times. Menu was always fine though! Pretty weird.

I'll update to #195 asap to check it out. By the way, have you considered a Discord server for the game?

(+1)

Yesterday I've found a quite serious issue that was messing up vr composer (all frames were considered stale because of that). I also changed shaders a bit and they should be easier on GPU. Still LODs have to be added and meshes changed. But I've also found out that there is something really wrong with CPU right now - I am setting up more specific profiling tools to check what's exactly going on there.

There wasn't much going on recently when it comes to performance/gameplay code and I can't still find why 0.3.11 works better. Actually when I investigate it, it works as bad as 0.3.12 :/

There is a discord server (right now I am on my phone, but if you download pc build, ghere is a readme file with a link).

Thanks again for the insight! Hope you manage to find the issues eventually, these issues can get really challenging at times.

I'll join the Discord server soon!