Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
Anonymous's avatar
Anonymous
11 years ago

Developers using DK2 but targeting CV1 for their release

For developers currently using DK2 as your HMD but not intending to release your project until CV1 is out...

What sort of game design wiggle room are you leaving yourself w/r/t improvements expected in CV1?

For example:
  • Right now games with a dark pallet (e.g. space sims) work best because the darkness mitigates the screen door effect. Are developers relying on Oculus’ statement that CV1 won't have any screen door effect or are they hedging their bets?

  • Games that require the player to discern objects in the distance do not work very well due to the limited resolution of DK2. Will you be tweaking how your game utilizes the far clipping plane once CV1 comes out or would that be too disruptive to your design?

Are there other concessions that you've made for DK1/2 that you don't need to worry about for CV1?

2 Replies

  • I just tell myself: "If it looks good in the DK2 it'll look at least as good in the CV1." and continue. I don't want to create anything blindly.
  • Sharpfish's avatar
    Sharpfish
    Heroic Explorer
    "Disdroid" wrote:
    I just tell myself: "If it looks good in the DK2 it'll look at least as good in the CV1." and continue. I don't want to create anything blindly.


    This mostly. I'm just making it look as good as I can in DK2, and feel as good as it can (frame rate and lack of sickness), I'm also keeping an eye on the 90fps target (not just 75fps) but that will mostly come later during optimising and should definitely be do-able with quality settings anyway (until gpus catch up). I'm not nerfing my software to cater to slow systems as they are today, I'm using the GTX780 as a baseline for good looking scenes (and hitting at least 75fps there or the idea is rejected) and anything lower can turn quality down. I also want to future proof by allowing more intense graphics for future systems to be able to ramp things up and look nice on GPUS 2-3 years from now.

    Also I'm learning what works and feels good in VR and the limitations we have with draw distance and definitely trying to keep things tight and well formed rather than pushing things into areas that could collapse graphically in VR due to the tech we have and that CV1 may still have (as you mentioned, the far draw distance isn't great yet). This is why having a DK2 and being able to check/test ideas instantly is great because no amount of on paper thinking can beat actually seeing what works and feels fun and holds up graphically in VR with lower res etc.

    And yeah I expect whatever looks great on DK2 now to look amazing on CV1! :mrgreen: