This is a challenging and laborious Quest port, with improved VR controls and extreme optimization.
Available now on the Meta Quest Store (App Lab).
All credits to the talented team at Epic Games related to the original project.
This is a challenging and laborious Quest port, with improved VR controls and extreme optimization.
Available now on the Meta Quest Store (App Lab).
All credits to the talented team at Epic Games related to the original project.
Hi there @Jamp-3D,
Hope you’re well and having a great week so far!
The fan for immersion makes this seem so fun. This could be a truly enjoyable game to play not only for the actual gameplay but just to experience hang gliding in general. Super creative idea
Thanks for sharing and hope to see more flying content
This is awesome. How did you get it to render / run on Quest 2 without crashing?
Brings me back to ‘the good old days’!
Did you keep the UFO easter egg in? (Or was it removed to improve performance? )
Lots of optimization, something that made the most difference was merging groups of objects to reduce draw calls, aggressive lods and RTVT in the landscape.
The map is complete, including the crash site!
I’m surprised you found that RVT actually helped you. What kind of settings / set up did you use for that?
I’m attempting an open world game for Quest, but I’ve been on the fence with what direction to run with terrain creation. I’ve found that landscape components were too heavy, so it’d have to be all static meshes. If RVT works then that could help me a lot.
RVT has a very limited resolution on the Quest, it worked well in my application because you spend most of the time away from the ground, but whenever you pass close to the ground you can notice the low resolution.
What I’m thinking about implementing in my next project is using individual RVTs in smaller landscapes. As the player progresses, only load the surrounding landscapes, for the more distant landscapes that have not yet been loaded (or unloaded) I would use low poly proxies (To reduce Draw Calls). Also a little fog around to soften the transitions.
Btw, did devs use GPULM or CPULM to bake lighting? I have 4060Ti with 16Gb VRAM and GPULM crashes engine when baking level with foliage (just seldom-scattered rocks) on the 10 km^2 terrain (not Landscape).
I’m still using an 8gb 1070 and as you can imagine, I haven’t had any luck with GPULM either.
I’m just now seeing this and its Awesome! I really do enjoy Flight in games and
I’ve been researching MQTT and various methods to control an Array of Lights, Fans, Motors/Actuators, Tactile Transducers, Audio Speakers, and Appliances of various size from UnrealEngine to enhance 360 degree of Sensory Interaction in both VR and Non-VR.
Thanks!
During development I thought about sending the rumble effect to a connected gamepad (the intensity will be according to the speed of the hang glider), from there you can use the voltage sent to the rumble motors to drive the speed of fans around the player.
I think you have a product there in itself. Playing VR inspired my ideas above. This is my favorite game VR game. I’ve been using Fans to simulate wind during flight, but more so to keep me cool during play because it can get really physical. Sometimes i just avoid other players and glide around. But I only acquire multiplayer games (not just multiplayer only games either). Any plans for a Multiplayer Coop version of the Hang Gliding VR Experience?
Sorry, unfortunately I have no plans to implement multiplayer in this project.
@motorsep @Starkium
The problem with RVT looking bad has nothing to do with the texture size, it’s the compression that destroys the texture. (Perhaps the texture is being compressed twice, once by BC and again by ASTC)
If you turn off compression, the quality gets much better.
Of course, there is a loss of performance, but you can compensate by reducing the size of the tiles. After many tests, I discovered that the smaller the tile, the better Quest processes them. That’s why the best option is to leave it at 64 (0), and increase the number of tiles to the resolution that best balances performance and quality in your project. (If you make the tile larger, you can see the delay that Quest has in processing the change in mipmaps).
My terrain is about 20km2, the best option in my case was: 1024 (10) and 64 (0). (Since it is a flying game, I don’t need a lot of resolution on the ground, just removing the compression artifacts was enough). But If your landscape is smaller, you can increase the number of tiles and have a great resolution.
(This compression issue was demonstrated by @Slydex44 at A few questions regarding Runtime Virtual Textures)
Another thing that helped me a lot with performance was setting the RVT as Base color only and “baking” the normal map inside the material. (but it only works if you are using only static light)
I think you’re onto something with that compression comment. I see those same artifacts all over the place in my quest. I thought it was a tone mapper issue, but now I’m not so sure.
regarding your smaller tile size suggestion, I found the same with my own research.