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(+1)

Thanks :)

There is a lot place to improve. I am now moving bits from fragment shader to vertex shader which should help. It should use direct to vr with max foveated rendering (I plan to change it to auto). Some of the options will be unavailable for Quest.

Number of polygons is now an issue. I already changed hands and arms from 30K to 10K but there is still a place to improve (number of draw calls for FADs and for EXMs pretty soon). Some objects in game have way too much triangles. There is no LOD system, so some objects that are small on screen take a lot of GPU.

Impossible spaces require some objects to be rendered a few times and clipped on each side of a portal.

Turret bridge will be marked as "requires crouching". Right now each type of zone has the same probabilty of appearing but that will change. I don't want to get rid of the turret bridge as when happening sometimes it just works.

Remember that there are more things coming (recently I add some new stuff and optimize a bit Quest version although I plan to focus more on new stuff). Another World style shields, deflectors, decoys, new kinds of weapons. And of course new enemies and places.

(+1)

Thanks for replying and for the insight! I realize it's quite expensive to render for a low-power hardware like Quest.

Will be on the lookout for next updates! Wish you all the best. :)