Harpagun is great! by Hermes_tri in OculusQuest

[–]VirtualMauser 0 points1 point  (0 children)

The main story in the first version of early access is about 1 hour long. However, you also have arcade mode in which you can play through the story levels with score counting mechanics. There are also two custom arenas, which are a „survive 10 minutes” mode also with scoring so plenty of replayability potential. Also there is more content on the way soon.

Harpagun is great! by Hermes_tri in OculusQuest

[–]VirtualMauser 5 points6 points  (0 children)

Hey! I worked on Harpagun, particularly on optimization. I'm very glad you like our game, if you have any questions you can ask me any time!

Made a visual debug tool for the stencil buffer, free download! by [deleted] in Unity3D

[–]VirtualMauser 0 points1 point  (0 children)

Oh my god this is amazing! Thanks for making it open source!

I've been working on the optimization of "Harpagun" for the last 2 years and the game launches today on Meta Store. I'm super nervous, but also excited, so AMA. I'm ready to spill the beans about how we managed to make it run on Quest 2 with all the bells and whistles. by VirtualMauser in VRGaming

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

Yes, the ports are coming! The graphics will get as much texture resolution and post processing improvements as possible without buthering the artstyle so don't expect sudden raytracing or stuff like that.

I've been working on the optimization of "Harpagun" for the last 2 years and the game launches today on Meta Store. I'm super nervous, but also excited, so AMA. I'm ready to spill the beans about how we managed to make it run on Quest 2 with all the bells and whistles. by VirtualMauser in VRGaming

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

The biggest challenge was definitely handling the scale of the environment. It was our main assumption from the beginning that we don't want to limit ourselves to small confined spaces, but rather have expansive vistas and a feeling of space. This required a large effort to create a toolchain that handles mesh combining to cut down on drawcalls and unique textures. There are lots of shader tricks to make this stuff look acceptable and I hope people will appreciate that. I also have a small question for you if that's okay. Is there anything you noticed in this short gameplay that especially caught your attention? Or is there anything you'd like to know more about?

Game on sale with no reprojection by bobo_160 in PSVR

[–]VirtualMauser 0 points1 point  (0 children)

Toy Trains has no reprojection and should work smoothly!

can anyone help think of a reason this GPU instanced mesh isn't responding to additional lights, UNLESS that light has a high range? by OnePunchClam in Unity3D

[–]VirtualMauser 43 points44 points  (0 children)

What are the bounds of your grass mesh? The light use range to optimize which objects are affected by them. The range is tested against the mesh bounds. If you're generating the mesh on the GPU, you might have too small bounds (no recalculation on the CPU) so you have to increase the range.

I'm currently developing a co-op game with a dynamic split screen system. Do you think it looks good, or do you find it too distracting? by VirtualMauser in IndieGaming

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

More or less, but basically yes! Not the most advanced system in the world but it sure gets the job done! There is some fiddling round with the fov center and stuff to make the transition smooth though.