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It's quite heavy, even though it lacks visible high quality assets. Maybe it's an Unreal Engine 5 thing. Could maybe use some gameplay screenshots, or more screenshots in general.

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it would be super helpful to me if I could put some numbers to your lag. if you're comfortable sharing your machine specs, or a rough estimate of your cpu / gpu tflops and memory bandwidth. I had a lot of trouble getting anything new to work with the VR rendering pipeline (I think for 2 reasons : not being implemented and also using forward shading) but the actual stress on the gpu should've been limited by the batching but hey that's hard to troubleshoot too :( .

either way thank you for trying it out, I know it's a wild huge ask to drop vr content in an indie jam, especially on untested engines, so your time is greatly appreciated!

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I got around 20-35 fps tops IIRC.  FPS maxed out while looking at the ground which wasn't very much to begin with. I tested this on someone else's computer that can play VR (since mine is incompatible), so I'm not sure what his specs were.

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the  shader for a lot of the world is pretty computationally intense (it uses a computed noise sample at 3 octaves) so I could understand maybe where some of the performance bottleneck could be.  Really, the rest of the scene shouldn't have issues with overdraw or light rendering  (all the static objects are instanced and the lighting is  almost entirely baked)... it could be his machine was missing some specific driver but it's a long shot, in my experience a UE game won't boot period if it's missing its prerequisites and 35 fps is plenty booted. Again, thank you for your time, it's really hard to trouble shoot a project like this because I only have one machine and it 'runs fine' by fluke or design; I don't know :( .

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You're welcome :)

At least you learned something. There's nothing wrong with going back to basics if you find it too hard.