:( I guess the sound classes got disconnected somehow, :) but thank you for playing!
the car physics is crazy, I don't think it's your PC :))
it would be cool if the ball had a trigger, otherwise having 2? timers seems redundant. looks amazing and it's cool to run around but the stairs have no clipping and sometimes it's hard to get up and walk speed is low if you're chasing the ball as well. AND also I would like better rotate options for run pieces at least (they flip over real easy).
music is a bop!
it would be cool if the ball had a trigger, otherwise having 2? timers seems redundant. looks amazing and it's cool to run around but the stairs have no clipping and sometimes it's hard to get up and walk speed is low if you're chasing the ball as well. AND also I would like better rotate options for run pieces at least (they flip over real easy).
music is a bop!
the real idea was that the tracks would have an author build, and when you load one to play it only gives you the ends of the map (the start , end and CPs) but I found out 10m before submission something was wrong with the load menu and it refuses to posess the player pawn for gameplay KEKW . thanks for playing!
thanks for trying warspawn, I just uploaded a version with stripped back textures if you navigate to the 'potato' version. a lot of the lighting abd optimization tools are hidden to me when making for vr so it's really hard to see what's going on my end with performance. thanks again for trying and I totally understand if you're not up for another half gig download.
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 :( .
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!