The world is procedural as well, it is HISM, which are working
really fast in UE4. It was animated in blueprints, and then in C++, but
due to high amount of nodes it still was slow. It was possible to move
animation code to the Vertex shaders but we already have huge load on
GPU by the Raymarching cycles.
This
game uses dynamic resolution to maintain the framerate, but it's not
supported by HTC Vive, so use the resolution scaling in SteamVR if this
game goes slow on high count of the bubbles.
Later I'll probably make a more optimized version, if I could to bypass the UE4 "bug" I could not bypass at the time.
You could hit me on twitter: https://twitter.com/mc_lo
Or Discord: https://discord.gg/unreal-slackers S-ed#7290