I’ll do my best to improve it, but I don’t want to waste too much time on it. Swimmings not a big part of the game anyway, so don’t get too hung up on it. It’s just some buoyancy applied to the player. The starting beach is probably the largest body of water in the entire game, almost all others will be a quarter of the size and will therefore be far more detailed. Obviously the more detailed you go, the bigger the hit on performance. The heightmapped wave generation relies on a subdivided plane, so the larger the plane is, the more subdivisions are needed to create smooth looking water ripples. The dynamic water was a late addition but actually turned out pretty nice. I thought about adding some cool scripted events but I might save that for an actual demo. They don’t have proper full body collisions and may not have full sound collisions. They’re a bit unreliable and often get caught up on things. There’s just one raptor wandering about on a looped path. It would have taken far too long to import the guns and have the models looking acceptable and functioning right with proper sounds and physics etc. It helps keep the rendering clean and crisp. There’s 2x Antialiasing and for now, anisotropic settings are enabled on everything. Objects intersecting the terrain and the road texture are the worst offenders. The Quest 2 seems to have some issues with Zfighting. With shadows turned off, the game actually doesn’t look too bad. I messed about with baking shadows but the results weren’t great and making simple projector shadows had some rendering issues with other shaders. They were a bit buggy and flickering so I’ve tried my best to make them render properly. For a while I had them disabled, but they are enabled for this test. Some are very similar to others, so some of these will be skipped in favor of more unique varieties. There’s also a lot of trees I haven’t made yet. The very large trees or trees that are leaning or have wild shapes will probably have more detailed LODs as they usually look bad drawn as a billboard. I plan on making LODs and billboards for every species to try and optimize the vegetation as much as possible. I will at some point list the sources for everything used.Įxcept for the large billboard trees on the distant hills, there’s only three types of trees that have lower LODs, so there’s a lot of performance improvements to come. I’ve relied on a lot of assets purchased from the Unity asset store, and remade or modified assets from Trespasser. I think the fact I’ve been able to make this speaks volumes for how accessible Unity is. I’m primarily an environment artist / designer / whatever. I also want to point out that I’m not a programmer. I will be building upon this version for the PCVR version, as there are optimisations done for this version that I had planned to do for the PCVR version, but would have been a huge amount of work. A lot of people wanted a more traditional looking version for VR and a lot of people wanted a version they could play on the Quest 2. The detail is low, the textures are low res, it’s basic, it’s supposed to be. I decided to add a few more things to make it a bit nicer, but please don’t judge it too harshly, there’s a lot of work to be done.Īlso keep in mind this is a very simplistic version for the Quest 2 and I’m intentionally sticking as close to the source material as I can, with little improvements and fixes where needed. It’s small, only playable up to the second gate after the shooting range. Firstly I want I make it clear this was originally intended to be a simple test just to show how it runs on the Quest 2.
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