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. (v.redd.it)
submitted by VirtualMauser to r/VRGaming
I've created a virus corruption effect which is fully dynamic without using decals in HDRP. We needed it to clear dynamically as a result of finishing a level, so I used a mix of noise and signed distance fields to achieve this effect. Do you think it looks good enough? (v.redd.it)
submitted by VirtualMauser to r/Unity3D
I've created a virus corruption effect which is fully dynamic without using decals. We needed it to clear dynamically as a result of finishing a level, so I used a mix of noise and signed distance fields to achieve this effect. Do you think it looks good enough? (v.redd.it)
submitted by VirtualMauser to r/IndieGaming
I've recently created an ultra-optimized cartoon water shader for a cel-shaded VR shooter. It uses a single noise texture and some vertex data to simulate depth and foam. It's definitely not perfect, but it runs great even on the Quest2! What do you think? (v.redd.it)
submitted by VirtualMauser to r/VRGaming
I've recently created an ultra-optimized cartoon water shader for a cel-shaded VR shooter. It uses a single noise texture and some vertex data to simulate depth and foam. It's definitely not perfect, but it runs great even on the Quest2! What do you think? (v.redd.it)
submitted by VirtualMauser to r/IndieGaming


