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VZfit - Oculus Go vs Quest - any graphical differences?
#2
Great questions!

The games now in VZfit Play are definitely optimized with respect to PSVR--the Go has about 1/3 the power and same 60 fps game framerate.  We were able to preserve all gameplay but had to cut back on level detail, and in some cases make fewer AI more aggressive.  

The good news is the Go offers a little performance bump compared to the original Daydream and GearVR headsets we targeted for mobile VR, so we've been able to readd some details compared to them.  The Quest has about 30% more power than the Go, of which we are devoting 20% to a higher 72 fps game framerate.  With the performance left we are planning to put back more detail and AI before Quest launches.

For new game levels we'll be treating the Go & Quest as our target platforms, and it greatly matters when you target something rather than optimize for it.  For instance, our Thunderbowl level was designed for mobile VR and it's pretty indistinguishable from the PC/PSVR version you've seen.

VZfit Explorer will probably be identical except for 60/72 fps framerate between Go/Quest, as there are fewer graphical benefits we could give the Quest--the scenes are photo-based and we're already rendering with maximum AA and filtering.  Maybe more AI and multiplayer characters will have higher detail on Quest.

We don't have a lot of footage yet of our games on Go & Quest, but we're planning to live stream them all to Facebook when Sensor officially launches on Monday, so you'll get a good look then!
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RE: VZfit - Oculus Go vs Quest - any graphical differences? - by emalafeew - 03-22-2019, 11:26 PM

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