Thank you for the reply, yes I believe a 1070 is a bit below the desired spec for this prototype, the aim is more along the lines of 3K Series, and ambitions for greater expansion with the new GPU's coming out in the next few months, along with the newer headsets.
My desired platform and spec sits between the current Vive, Meta Quest 2, and the Varjo xr3. I personally get 110 frames on average from my device, granted it may be a bit beyond the spec requirement(Uh-oh, haha)!
Thank you for pointing out the errors, I did know they were there, however the submission requires the client to be packaged in development instead of shipping which generally culls any visible errors to end users. I didn't have much time to dive further into customizations for this prototype(texture streaming) but that's a quick 2 minute fix, so no worries there. Fluidninja is calling due to removing a few functionalities intentionally without removing their references, I accept the tisk there, haha.
As for the orientation issues, that's something I'm actively debugging, I created the tutorial for third person character in VR for ACF on YouTube, since then, roughly 3 weeks ago, Epic Games pushed an update which completely blew up the method for Character use instead of using a Pawn, but it's quite alright, with a few days time, I'll just setup the camera to spawn attached to the bone and set the sudo orientation instead from blueprint, and at a further leg of the race, convert to C++ fully after the framework is done.
The sudo orientation relates to the general offset now seen on the third person template when using pawn control rotation, just takes a bit more time to setup, but if I chose to do that I actually would have missed my submission window so I chose to wrap up instead, haha.
One big aspect to this title will be the cinematics and cinematic experience, which I also did not have the time to wrap inside of this prototype/demo as I am just a single individual and have many other duties, but time is our friend, and hopefully a few others will take the dive into Vanth's Demise. ;)
I thank you for your open feedback and encourage others to do the same!
Viewing post in Vanth's Demise jam comments
After further thought, I decided to go ahead and enable Nvidia Reflex for lower spec users, fixed the texture streaming pool, fixed the character orientation issue, and remapped Jump to A Press as B Press was causing Lock On Target UX issues, I'll push a new build later on today, again thank you for the feedback!
The design itself is going to undergo a large revamp over the next month, levels will be created to scale, with finer detail, and I'll properly bake down all the materials overtime as final models roll in for production.
Of course! I tried to hit all of the VR games since we submitted a VR game ourselves.
I'm worried that the Quest 2, at least stand alone, will not be able to run your game. It's hardware specs are in line with that of a 1070. But I saw you released a stand alone build, so maybe you toned down the graphics for it, or had better luck than I'm imaging. Either way - best of luck!
I doubled checked, the submission only requires a development build for iOS submissions. All other hardware types can be shipping builds. iOS needs to be development so it can be run by other people without issues (Apple/App store stuff). So in the future you can do shipping builds to hide those pesky messages :)
Totally get the time frame thing - gotta hit the important stuff first and then just submit with what you have to get something in! If you haven't already, I highly recommend checking out the VR Expansion Plugin (https://vreue4.com/). It's very helpful and off the bat solves the issue you're having.
Considering you were a solo dev for this - very well done getting everything you have in there in the first place! I wish you luck with the rest of your game!