06-04-2018 07:47 AM
09-02-2018 02:33 AM
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"
09-02-2018 04:29 AM
RuneSR2 said:
Thanks, I'll grab a copy - got kids (6 and 10 years old), and the game's just 10 bucks today. I like the Moss-like element of you (=a giant) interacting with the game world and helping the main game character by moving heavy parts and solving puzzles/obstacles.
I think this is basically a game developed for phones (which may cause very low polygon scenes due to limited cpu power) - and then the game was ported to PSVR and more:
https://play.google.com/store/apps/details?id=com.turbobutton.alongtogether&hl=en_US
If some don't like the VR version, I'm thinking this must look awesome on a phone 🙂
09-02-2018 07:05 AM
09-03-2018 09:32 AM
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"
09-08-2018 01:37 AM
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"
09-08-2018 05:17 AM
RuneSR2 said:
I've tested the game quite thoroughly, it works perfectly using blurry super-sampling (ss) 1.0. Unfortunately it seems that the devs never thought that their phone game would be pushed much harder than usual on high-end pc gaming rigs. And although I like the game and would like to support it (therefore I bought it), I think it's horribly optimized for the Rift. I don't think that the devs ever considered testing the game using high levels of super-sampling, they probably just tested the standard setting of ss 1.0. Enabling ss 2.0 causes massive stuttering, everything goes in slow-mo and the game is completely unplayable - and a game with such low-end graphics should perform like a dream even using high levels of ss. Lucky's Tale from 2016 has a much higher poly-count and better texturing - and runs perfectly using ss 2.0 (90+ fps). Even Mage's Tales runs at 90 fps ss 2.0 on my rig.
Personally I think it's sad when devs show so little knowledge of the platform they're using to sell a game. I'm getting the feeling that the Rift QA has been quite poor.
09-08-2018 10:21 AM
LZoltowski said:
RuneSR2 said:
I've tested the game quite thoroughly, it works perfectly using blurry super-sampling (ss) 1.0. Unfortunately it seems that the devs never thought that their phone game would be pushed much harder than usual on high-end pc gaming rigs. And although I like the game and would like to support it (therefore I bought it), I think it's horribly optimized for the Rift. I don't think that the devs ever considered testing the game using high levels of super-sampling, they probably just tested the standard setting of ss 1.0. Enabling ss 2.0 causes massive stuttering, everything goes in slow-mo and the game is completely unplayable - and a game with such low-end graphics should perform like a dream even using high levels of ss. Lucky's Tale from 2016 has a much higher poly-count and better texturing - and runs perfectly using ss 2.0 (90+ fps). Even Mage's Tales runs at 90 fps ss 2.0 on my rig.
Personally I think it's sad when devs show so little knowledge of the platform they're using to sell a game. I'm getting the feeling that the Rift QA has been quite poor.
Supersampling is a user choice, you dont develop a game in hopes people will super sample it so I doubt developers of any game consider it too much at this point. Maybe in the future when more people have better GPU's
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"
09-08-2018 11:03 AM
LZoltowski said:
RuneSR2 said:
I've tested the game quite thoroughly, it works perfectly using blurry super-sampling (ss) 1.0. Unfortunately it seems that the devs never thought that their phone game would be pushed much harder than usual on high-end pc gaming rigs. And although I like the game and would like to support it (therefore I bought it), I think it's horribly optimized for the Rift. I don't think that the devs ever considered testing the game using high levels of super-sampling, they probably just tested the standard setting of ss 1.0. Enabling ss 2.0 causes massive stuttering, everything goes in slow-mo and the game is completely unplayable - and a game with such low-end graphics should perform like a dream even using high levels of ss. Lucky's Tale from 2016 has a much higher poly-count and better texturing - and runs perfectly using ss 2.0 (90+ fps). Even Mage's Tales runs at 90 fps ss 2.0 on my rig.
Personally I think it's sad when devs show so little knowledge of the platform they're using to sell a game. I'm getting the feeling that the Rift QA has been quite poor.
Supersampling is a user choice, you dont develop a game in hopes people will super sample it so I doubt developers of any game consider it too much at this point. Maybe in the future when more people have better GPU's
09-08-2018 11:21 AM
nrosko said:
LZoltowski said:
RuneSR2 said:
I've tested the game quite thoroughly, it works perfectly using blurry super-sampling (ss) 1.0. Unfortunately it seems that the devs never thought that their phone game would be pushed much harder than usual on high-end pc gaming rigs. And although I like the game and would like to support it (therefore I bought it), I think it's horribly optimized for the Rift. I don't think that the devs ever considered testing the game using high levels of super-sampling, they probably just tested the standard setting of ss 1.0. Enabling ss 2.0 causes massive stuttering, everything goes in slow-mo and the game is completely unplayable - and a game with such low-end graphics should perform like a dream even using high levels of ss. Lucky's Tale from 2016 has a much higher poly-count and better texturing - and runs perfectly using ss 2.0 (90+ fps). Even Mage's Tales runs at 90 fps ss 2.0 on my rig.
Personally I think it's sad when devs show so little knowledge of the platform they're using to sell a game. I'm getting the feeling that the Rift QA has been quite poor.
Supersampling is a user choice, you dont develop a game in hopes people will super sample it so I doubt developers of any game consider it too much at this point. Maybe in the future when more people have better GPU's
I would argue most Rift users use supersampling as even 1.2 increases visual quality. I never understood the lack of support for it from Oculus tbh.
09-08-2018 02:41 PM
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"