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(2 edits)

Been playing the game for a while and I find it really, really good, totally in my top three games for Quest. Love the atmosphere and the locomotion of course. I have some gripes with it though (Quest version)!

Performance is kinda bad compared to other games. To play decently smooth I have to play with 0.8x resolution, direct-to-vr on, no AA or Bloom... It's quite dull and pixelated. But I recognize it's a custom engine and the non-euclidean space makes things a bit heavy (multiple cameras everywhere). I hope there's room for improvement, the Quest version could really stand out with just a bit more detail.

In my experience using Unity, shadows and shaders are what kill Quest performance. Reducing polycount helps mostly with memory, but probably there's something in the shaders that is slowing down things? The game looks already very lowpoly, I believe there's something else going on.

The elevator section with the cannons is pretty harsh. Lots of crouching to avoid death (even with crouching disallowed in the options), hard to see where the elevators will go when having multiple branches... The shield droid can only help some. After a couple runs it feels annoying rather than scary/anxious.

That's all, I believe. Keep on with the amazing work!

(+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. :)