Testing the Tower of Ozmot: Sky Maze level of Firedrake VR on the Oculus SDK. First time on testing the SDK in Unity . Firedrake VR is being developed to port over to GEAR VR, so the base game is made with simple (mobile) shaders and low poly 3D geometry. If it runs well at 60PFS for the Gear VR . Then it will be super easy to port over to the Oculus Rift headset with out worrying about performance and being able to play on some of the lower end “budget” VR gaming rigs that are starting to bubble up.
The Sky Maze level is built around the idea of heights. I wanted to capture that feeling of being very high up on a ledge and looking down. That “dropping feeling you get int he pit of your stomach. VR is perfect for this type of level environments.
I think I captured that feeling about a level 3 out of ten when testing on the mono laptop. Then I loaded up the headset and ran through the level …and WOW. I think it jumped up to a easy level six out of ten. A couple times looking around I really got that scene of vertigo. Just the effect I was after.
Just noticed the Gama of the screen shot is way dark. Not sure if the monitor on the development Laptop is way off (I hope not as I have been testing and laying down lighing, lightmaps and light probes already in the levels! or if the computer I am uploading from has a mis-calabrated monitor. I’ll have to test with a neutral “calibrated” monitor on the 3D art machine tomorrow to make sure.