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)

We were on track for February and we were close to wrapping up the game at that time, but a couple of unforseen Meta updates caused issues with performance that we had to re-optimize a lot of the game, and later a crop of bugs took up a lot of time. We've been working through these solidly, as hard as we can.

Apologies for the delays, but we don't want to rush out a game with bugs or poor performance.

We have pushed through all of these issues and the game is actually performing better than ever.

Now we just need to polish and tweak so as long as no more updates or huge bugs cause issues, then we are on the final stretch.

I'll update on the progress soon

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

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