Developing w/ Dk2 for the CV
Hello fellow Oculators!
My name is Alex Van Halen and I am a student at Indiana University studying video game development. After contemplating over the final designs and format for my Senior year project, I have decided to create a survival horror from the ground up for the consumer version of the Oculus. As ambitious as this prospect seems at first glance, I know it is accomplishable and has enough leeway to be developed for a future platform just as it's released. My basic premise in posting on this forum is to ask a ton of questions all in one bundle and hopefully VR developers more seasoned than myself will be able to answer in part or full. I apologize if these questions have been asked in previous posts, I believe they are legitimate inquiries however.
1.) Firstly, as everyone has seen, the CV will require shaded pixel counts in the upper 200 millions, and a default eye target scale (whatever that is??) reaching 400 million echelons. Currently I have one 3D modeller with great PC specs that actually fulfill the CV's prereqs, however my lenovo is moderate with its gfx. As lead producer, I want to ensure that the models and environment art being produced will look great inside the CV. We do have a Dk2 shared between the two of us however, which leads me to my first Q: What precautions should I adhere to in order to develop for the CV with the Dk2 in terms of gfx, rendering, and other pertinent attributes? My ideal in this questioning is to not develop a game using the Dk2 for the CV only for its translation across platforms to fall flat on its face. Will the models and textures that look great on a Dk2 become moderate on the CV? Should we amp the 3D art to a higher level so it will translate with great gfx on the CV?
2.)My next question concerns the advancement of Gpu as time elapses. Knowing that technology changes on a dime these days and compounds upon itself in accelerating multiples, how will the scene of gfx change by the time the CV releases? As it stands, Nvidia has apexed at a 980Ti and the CV requires a 970, which means it requires a gfx card that is of very high caliber in today's market. Lets advance 9 months to the release of the CV, will a 970 be pushed down a couple ranks to become a mid-high tier card and many others have surpassed its capabilities? My reasoning for this is to assume, based on the availability/price, the potential market for the CV whether it will be hardcore gamers with the latest gfx card or mass consumers who purchase this mid-tier card at a reasonable price. Will Nvidia and others be making a big push just for the CV?
As I'm sure many of you are in the same situation, developing an end-product for the CV with the Dk2, I hope many of you will share tips or advice on this subject that ensures development quality will not be lost in this translation. Luckily, I have not yet prototyped because I want every asset to look pristine in the CV, which is why I'm here inquiring.
I Thank ye all for ye's help,
Alex V
My name is Alex Van Halen and I am a student at Indiana University studying video game development. After contemplating over the final designs and format for my Senior year project, I have decided to create a survival horror from the ground up for the consumer version of the Oculus. As ambitious as this prospect seems at first glance, I know it is accomplishable and has enough leeway to be developed for a future platform just as it's released. My basic premise in posting on this forum is to ask a ton of questions all in one bundle and hopefully VR developers more seasoned than myself will be able to answer in part or full. I apologize if these questions have been asked in previous posts, I believe they are legitimate inquiries however.
1.) Firstly, as everyone has seen, the CV will require shaded pixel counts in the upper 200 millions, and a default eye target scale (whatever that is??) reaching 400 million echelons. Currently I have one 3D modeller with great PC specs that actually fulfill the CV's prereqs, however my lenovo is moderate with its gfx. As lead producer, I want to ensure that the models and environment art being produced will look great inside the CV. We do have a Dk2 shared between the two of us however, which leads me to my first Q: What precautions should I adhere to in order to develop for the CV with the Dk2 in terms of gfx, rendering, and other pertinent attributes? My ideal in this questioning is to not develop a game using the Dk2 for the CV only for its translation across platforms to fall flat on its face. Will the models and textures that look great on a Dk2 become moderate on the CV? Should we amp the 3D art to a higher level so it will translate with great gfx on the CV?
2.)My next question concerns the advancement of Gpu as time elapses. Knowing that technology changes on a dime these days and compounds upon itself in accelerating multiples, how will the scene of gfx change by the time the CV releases? As it stands, Nvidia has apexed at a 980Ti and the CV requires a 970, which means it requires a gfx card that is of very high caliber in today's market. Lets advance 9 months to the release of the CV, will a 970 be pushed down a couple ranks to become a mid-high tier card and many others have surpassed its capabilities? My reasoning for this is to assume, based on the availability/price, the potential market for the CV whether it will be hardcore gamers with the latest gfx card or mass consumers who purchase this mid-tier card at a reasonable price. Will Nvidia and others be making a big push just for the CV?
As I'm sure many of you are in the same situation, developing an end-product for the CV with the Dk2, I hope many of you will share tips or advice on this subject that ensures development quality will not be lost in this translation. Luckily, I have not yet prototyped because I want every asset to look pristine in the CV, which is why I'm here inquiring.
I Thank ye all for ye's help,
Alex V
