We've got a new version online under the same
link:http://www.forked-up.com/#riftrampsMuch improved performance,
easier building and a consistent highscore. As we're no longer competing
in the VRJam, we also enabled a non-rift mode. Just disconnect t...
Edit:Just posted the download link over
here:http://www.forked-up.com/#riftrampsIn Rift Ramps you traverse
ramps, which you can also modify or build completely yourself.
Everything is totally physics based and thoroughly simulated. You get up
the hig...
Hi!What hardware will the games be judged on?We currently have nearly
all surfaces supporting DirectX 11 Tesselation, GPU resources are
strained on 1920x1200. Do we need to make adaptations for mid- or
low-end hardware?- Mike
Hi,We need to change the clipping planes in the OVRCamera - for a short
period of time to see a close-up. Then back to normal to render the rest
of the scene with finer Depth Buffer in the higher distances. Normally
this works with Camera cameraVar;c...
I guess when you can display 1440p in 2d fast enough with a single GPU,
then 2 of the same GPU will be able to display the same resolution with
VR SLI. But ONLY if it also has DX12/Mantle or VERY good multicore
renderer with an incredibly expensive C...
We've got a new version online under the same
link:http://www.forked-up.com/#riftrampsMuch improved performance,
easier building and a consistent highscore. As we're no longer competing
in the VRJam, we also enabled a non-rift mode. Just disconnect t...
As long as you don't have a treadmill and low latency 6DoF head
tracking, don't let your character run around. It just feels wrong, when
you are sitting in a chair pushing an analog stick and your character is
speeding around on rails with running no...
Great use of the Headtracking!The character and environment look great,
but the platforming mechanic is slightly off....The spider (tri-der)
uses too much area. Take a humanoid biped instead. Platforming works
much better with something tall and slen...