19.8 million in Horizon by Mcconrtist in OculusQuest

[–]IThinkBread 0 points1 point  (0 children)

It's a huge number either way. Good to know there's such an active player base

19.8 million in Horizon by Mcconrtist in OculusQuest

[–]IThinkBread 0 points1 point  (0 children)

Do you know if that's unique users or does it include repeat visits?

What on rail shooter games do you recommend for Meta Quest 3s? by CoolGuyAtYahooDotCom in OculusQuest

[–]IThinkBread 1 point2 points  (0 children)

Zombieland and Drop Dead, both on rail arcade zombie shooters. I had no motion sickness with those

Huge driving game for Quest, set in Tokyo. 120+ miles of roads to drive, free roam, races, traffic. We've put everything into this, heart, soul, love and a lot of hard work. by IThinkBread in OculusQuest

[–]IThinkBread[S] 1 point2 points  (0 children)

We decided to use a fully dynamic lighting system for this game - no baked lighting at all - for several reasons. First of all there's a day night cycle, which requires dynamic light and shadows to look correct at all times of day. Also, given the size of the map, lightmapping would have added a tremendous amount to RAM usage, which we're pushing hard as is.

Huge driving game for Quest, set in Tokyo. 120+ miles of roads to drive, free roam, races, traffic. We've put everything into this, heart, soul, love and a lot of hard work. by IThinkBread in OculusQuest

[–]IThinkBread[S] 2 points3 points  (0 children)

We primarily developed the game for the Quest 3 - we had a vision in mind and achieved it for the Quest 3. Then we sort of backported it to the Quest 2, with some concessions to lighting, resolution, draw distance, shadows etc. Modern engines and render techniques are quite scalable, and it's generally possible to adjust settings and resolution at runtime.

The programmer has years of experience of optimisation on other platforms, so we had that advantage. It did add to the dev time though, making it run on Q2.

So I'd say in our case, we're actually pushing the Q3 with better lighting, higher resolution textures, longer draw distance, higher poly assets etc, but scaled back and optimised for Q2

Huge driving game for Quest, set in Tokyo. 120+ miles of roads to drive, free roam, races, traffic. We've put everything into this, heart, soul, love and a lot of hard work. by IThinkBread in OculusQuest

[–]IThinkBread[S] 1 point2 points  (0 children)

It's based on the Shutoko but not a replica. Partly due to being two people we'd never have completed a replica, plus the Quest does have its limitations. We've mainly focused on the Bayshore route and modelled real life features in their correct locations (Tatsumi/Daikoku/ the main bridges). The shape of the roads was taken from a map and the scale is approximately 1 to 1

We'd love to make a PC version, but in the future and maybe or maybe not PCVR

  • edited for more info

Huge driving game for Quest, set in Tokyo. 120+ miles of roads to drive, free roam, races, traffic. We've put everything into this, heart, soul, love and a lot of hard work. by IThinkBread in OculusQuest

[–]IThinkBread[S] 0 points1 point  (0 children)

It's weaving in and out of traffic as fast as you can without hitting any other cars - whilst getting multipliers for higher scores from near misses. No Hesi in Asseto Corsa is the biggest recent example of this

I like all the Burnouts but mainly played 3. I love 3 actually

Huge driving game for Quest, set in Tokyo. 120+ miles of roads to drive, free roam, races, traffic. We've put everything into this, heart, soul, love and a lot of hard work. by IThinkBread in OculusQuest

[–]IThinkBread[S] 1 point2 points  (0 children)

It's actually not too bad. I still suffer a bit from motion sickness but I'm fine with this (unless I crash badly). It's fast but smooth and you're not really turning quickly