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Hyperwheel Overdrive News

v0.12.2 Released: Vert Ramp Physics Improvements & Xenodome Refresh

The Xenodome, designed mostly in 2019, has had a nice 2022 refresh with improved ramp positions & a new bowl corner ramp in the Southwest corner that lets you drive upside-down. The ramps are set up in a far more functional manner than the original arrangement, and the whole stage has a better flow to it than before as it is now easier to reach the more remote areas like the Upper Plate.



Back in the v0.12.1 update on June 10, we also improved tire traction, especially when driving on terrain... you can hug the hills of Volcanica far better than previously. We have now also implemented a vert ramp guidance system to help the physics engine out on vert ramps; when cars have gone off a totally vertical ramp (quarterpipe), as long as they are within 5 meters of the lip of the ramp, they are subtly guided towards lip alignment so that the landings are likely to be smooth (barring any of the many other things that can happen to prevent that... πŸ™ƒ). Because it cuts out when a player exits the guidance band, and because it only operates when a ramp is going perfectly parallel with gravity, nothing else in the game is adversely affected. We're still doing some fine-tuning of this new system, but it it working pretty good already.

Lastly, we made some massive reductions in lightmap size for all stages, resulting in a smaller game and less textures to store in memory. This optimization will go a long way in helping our release on Android devices, but is also nice for the PC side; the reductions haven't resulted in noticeable reductions of visuals. Changelog is below, and as always, let us know what you think. Hyperwheel Overdrive just keeps on getting better!

v0.12.2 (Build 558): June 28, 2022
  • implemented system for subtly guiding car within lip range of vert ramps
  • major modifications to multiple areas of Xenodome
  • prevented plane end causing vehicle body gyro system to orient towards last ground angle
  • massive reductions in lightmap sizes in all stages
v0.12.1 (Build 553): June 10, 2022
  • corrected issue where not all laser blasts originated from current rifle barrel position
  • refined tire traction variables to improve terrain & non-terrain driving
  • updated Xenodome skybox & dome materials
  • made minor updates to Xenodome geometry
  • expanded The Flats race track in Xenodome
  • disabled mesh vertex position compression as it was distorting some big pipe meshes
  • fixed bug that prevented Seeker Balls from exploding
  • fixed issue with explosion fireballs not always showing up for explosions
  • added setting to disable viewing angle checks for deciding whether rearview camera runs
View full Hyperwheel Overdrive Changelog at NeonEngine.net

The Big v0.12.0 Update

Hyperwheel Overdrive v0.12.0 has taken us quite awhile to get out, but the wait is worth it. This update sets the foundation for the future of Hyperwheel Overdrive on the latest Unity LTS version. We have to do some reworking to get it working for Unity's new XR system, and with that means many big optimizations including the move from single pass to single pass instanced rendering (stereo instancing). There are bunch of other technical improvements under the hood, but rather than bore you with the details, we'll just tell you the highlights, and then include the full changelog item list as always.

[h3]Voice Chat Upgraded to Spatial Audio[/h3]
The voice chat system was hit-and-miss and more often than not during testing evenings, we had to rely on Discord anyway. We've updated the voice chat system and worked through the bugs we were experiencing and now we're left with something that is reliable and sounds pretty great. You can enable or disable voice chat easily, mute yourself, or mute any other player. And in the process of fixing things, we revisited spatial audio. Initially, we tried it, but when a player was 2 kilometers away from another player, they couldn't hear them. It has been reworked to give us the best of both worlds: if a player is more than 100 meters away from another player, their audio source is placed in the direction of the player, but only at that 100 meter max. So there is some volume tapering off by distance, but only to a point. Works pretty slick! We knew the voice chat would have to be fixed up to realize our vision of a great cross-platform play multiplayer experience; Meta AppLab release for Quest 2 isn't far off!

[h3]Upgraded SteamVR Input[/h3]
We had some issues with the old implementation. We were using the SteamVR legacy inputs, and the defaults were a bad setup. This has been upgraded and fixed up and we include default profiles for Oculus Touch, Valve Index, and HTC Vive controllers.

[h3]Smoother Driving[/h3]
While there are indeed a ton of comfort settings to help make Hyperwheel Overdrive accessible to any VR player (full artificial rotation locking, etc.), we also wanted to ensure the car experience became not much rougher than the smooth driving offered by the boat. The result is a more rigid suspension system when dealing with inclines (ramps, quarterpipes, & hills) and a suspension system better capable of damping bounce from landings. Lastly, the tires stick a little better to the ground, especially terrain.

[h3]Improved UI[/h3]
We updated the "Races & Challenges" menu panel to include unlocking conditions for all locked events, and also to show any trophies on the page. When items are selected, the gold, silver, and bronze trophy times are now shown as well. This should make it easier for players to understand progression. There's lots of content to unlock!

[h3]Power-up Interaction System Reworked[/h3]
We squashed many bugs, and a there a number of them that had to do with power-ups and projectiles. The power-up hand interaction system has been reworked to be far more reliable as well as prevent unintended uses of power-ups.

[h3]β€œIt's a heap, but give me a couple of weeks and it'll look like a streamlined butterfly...”[/h3]
We also improved performance in a bunch of different ways. The game runs far more efficiently than it used to, and we already had done a lot to speed things up with v0.11.11. We added object pooling for plane wings, grenades, and rockets, and figured out where we could shut things down that didn't need to be running in the background. Because we've focused quite a bit on getting our Meta Quest 2 builds up to par, performance optimization has been a big focus.

[h3]Content?[/h3]
Yes, of course we have worked on content updates (in addition to the Volcanica stage changes outlined in the changelog below). But it's all being kept in a locked box for now. The v0.12.0 update represents, to us, a modernization of Hyperwheel's software. It took us a long time to get things where it needed to be to move forward. But the stage is now set for a healthy dose of content updates to arrive throughout the v0.12.x series. What will the new content be? New stages? Match types? Hamster ball vehicles? We're not ready to talk about it!

[h3]The Bright Future[/h3]
Obviously, we will be dropping the Early Access label pretty soon. Hyperwheel Overdrive has matured over the last couple years and is ready to live up to the vision. And if our action-packed, unique VR game is well-received in upcoming platform releases, we imagine other options for expanding the game to new players. The description in our initial Early Access launch mentioned flat PC game support, but development requirements main that part unmaintainable at the time, and so we dropped it to focus on other things. We would love to get back to letting flat gamers play alongside their VR gamer friends (with no hand interactivity of course; just a forward-mounted gun). We also think the PS VR2 controllers would be great for Hyperwheel. So we're already dreaming of the future. But for now, here's the full changelog of v0.12.0:

[h3]Changelog[/h3]
v0.12.0 (Build 548): May 31, 2022
  • upgraded from Unity 2019.4 to 2021.3
    • upgraded to new Unity XR system
    • upgraded to new Unity input system
    • upgraded rendering from Single Pass to Single Pass Instanced (big performance gains)
    • upgraded voice chat system to latest version & added positional audio
    • upgraded various other packages to latest versions
    • upgraded SteamVR and re-implemented SteamVR input for OpenVR
    • added default SteamVR input bindings for Oculus Touch, Index, Vive, & WMR
  • improved ability to keep wheels on ground while driving on terrain
  • added wheel collision damping forces based on wheels pointing forward at impact
  • improved ability to drive straight off ramps further by adding angular damping forces
  • decreased wheel gyro forces when boat initially becomes airborne
  • significant Volcanica terrain changes
  • upgraded terrain shader to MicroSplat for better performance & graphics
  • doubled grass & vegetation in Volcanica & HyperCorp Complex
  • added objective position indicator when not facing towards objective target
  • implemented object pooling for plane wings & projectiles
  • fixed multiple power-up interaction bugs and cleaned up logic
  • set other players & bots to use single audio source for engine & paddle wheel sounds
  • increased volume of tire collision sounds
  • disabled hand interactor collisions with most colliders to improve efficiency
  • added launcher power meter to rifle for Spiked Balls and Seeker Balls
  • improved glow / bloom effects
  • improved menu memory usage and performance
  • fixed multiple menu interactivity bugs (buttons & scrollbars)
  • fixed UI pointer hand swapping bug when hands touch menu object
  • added trophies to Races & Challenges menu panel
  • added unlocking conditions to Races & Challenges panel & various Match Setup fields
  • made Vector Stadium locked by default and adjusted some other unlockables
  • improved hyperwheel particle effects
  • updated look of boosts to help players determine boost orientation
  • overhauled layers to decrease unnecessary physics interactions
  • set CTF short respawn time 2 player limit to disregard bots
  • fixed power-up question mark icon display over water
  • made the new sign posts rigidbodies that can be knocked over
  • changed spectator follow camera to physics-based movement
  • adjusted spectator controls to use average of head & hands positions for forward
  • added stick input movement to follow cam to adjust follow offset position
  • made players hitting speeds that should be unreachable trigger a respawn
  • smoothed out networked vehicle body rotation
  • added real velocity to speedometer when difference is 20% or greater
  • fixed speedometer bug that resulted in slightly inaccurate speeds
  • fixed bug where boat grounded in water couldn't accelerate from either traction or paddles
  • improved boat forces to always ride along surface even if boat is pointed down into water
  • improved plane pitch stability
  • improved efficiency of boundary damage application
  • improved thruster controls interaction efficiency & added sound to grab/ungrab
  • fixed bug where B button release after manual respawn was still triggering "recover"
  • added sound & animation to positional boosts & made them apply forces to projectiles
  • fixed bug with upside-down plane grounded gyro not rotating in correct direction
  • added checkered flags to all race finish line checkpoints
  • regenerated fonts to improve text sharpness
  • added new "Stones" unlockable vehicle decal
  • fixed audio distortion bug when using smaller than regular World Scale settings
View full Hyperwheel Overdrive Changelog at NeonEngine.net

v0.11.7 Released: Big Bot Upgrade!

Hyperwheel Overdrive v0.11.7 is here and it's bringing some shiny new bots with it! v0.11.7 comprises the last 2 months of development work, which includes a bunch of fixes and improvements, along with the big bot AI upgrade. No longer does Hyperwheel Overdrive need to rely on online play for some good combat action or competitive racing. We have also added an option to switch from 2 teams to 3 teams for all team-based matches. This means CTF is still an option if you have 3 players in an online session.

The bot updates definitely round out the core gameplay and improve the feel of the overall game. On that note, we will be leaving Early Access for full release very soon!

The new hyperwheel bots are ready to face you down in the latest update. If you don't already have a copy of the game, add it to your wishlist. You won't regret it if made-for-VR car combat & racing is your thing. See you in the Xenodome!



v0.11.7 (Build 433): October 29, 2021
  • major bot upgrades:
    • AI steering overhaul; much better dodging of walls & obstacles
    • added scans for ground drops ahead of wheels
    • major revisions to risk analysis system
    • added player detection to sphere scan that was previously used just to detect items
    • implemented waypoint system to allow bots to race effectively on many tracks
    • added target searching behaviour when getting shot by a laser
    • many details added to decision-making about driving instructions & power-ups
    • multiple power-ups fixed including Spring & Boat
    • fixed Smasher time limit (it was not being applied to bots)
    • bots now use thruster controls to straighten out airborne maneuvers
    • added "Repaint Bot" button to randomize the colors & decal
  • Yellow Team added: new teams number setting (2 or 3) for all team-based match types
  • adjusted regions with vehicle mods to automatically give new Boat Kits & Plane Kits
  • limited custom vehicle mods to a single checkpoint during races
  • set vehicle mod checkpoints to automatically give new vehicle mods if needed
  • improved stability of respawns
  • improved spawn point positions in "Stadium Sky" & "Trident Mountain Range" regions
  • fixed bug where grounded gyro forces were being applied to vehicles when on their side
  • added 6 new car colors:
    • Faded Yellow
    • Bright Green
    • Faded Green
    • Sky Blue
    • Faded Blue
    • Light Brown
  • added 2 new car decals: "V Lines" & "Tiles"
  • tweaked some existing car colors
  • fixed bug that prevented Smasher collisions from making sounds
  • fixed bug with lasers appearing to go through walls and slowed down laser animation
  • fixed UI bug with object markers displaying in front of menu
  • fixed additional bug with object markers with display ranges set
  • fixed bug where match countdown text would sometimes not display
  • fixed bug where lasers could hit rifle when moving at high speeds
  • added rocket to launcher end when rocket is the next loaded projectile
  • moved next projectile icon to top of rifle HUD and placed projectiles 2 & 3 below
  • added Measuring Units setting with Metric & Imperial options for speeds & distances
  • removed auto-gyro pitch stabilization setting (supplanted by thruster controls)
  • fixed power-up bug where a full power boost could break hand interactivity
  • made "Recover" orient vehicle with ground plane instead of just straight up
v0.11.6 (Build 411): August 25, 2021
  • implemented auto-thrust secondary function to thruster controls
    • easy switching between auto & manual thrust; just grab controls for manual
    • will point in velocity direction according to up direction until vehicle starts falling
    • when vehicle is falling, it will level out rather than point towards ground
    • will attempt to align with the ground plane as the ground approaches
  • adjusted thrusters to kick in gradually over the course of 0.75 seconds
  • adjusted thrusters to deplete less charge for really small adjustments
  • improved rotational damping for thrusters
  • made body gyro system smoother on ramps
  • improved "Recover" function behaviour (car orientation is now properly maintained)
  • fixed bug that caused laser grid boundary to get stuck in visible state
  • updated Vector Stadium stage graphic
View full Hyperwheel Overdrive Changelog at NeonEngine.net

v0.11.5 Released: Custom Item Positions

Hyperwheel Overdrive updates keep coming and the latest couple bring a bunch of bugfixes (not all listed in changelog) along with some long-planned but never implemented features, like the ability to set custom interactive item positions in your cockpit (power-ups, laser rifle, and thruster controls). There have also been some additional performance optimizations.

[previewyoutube][/previewyoutube]
v0.11.5 (Build 400): August 6, 2021
  • intro sequence tweaks
  • fixed third-person camera bugs (UI & follow behaviour)
  • fixed "Hybrid" perspective setting third-person camera activation
  • implemented custom inventory item positions including rifle & thruster controls
  • fixed bug where spectator collider was sometimes disabled in "Free" mode
  • enforced time limits for server rejoin if player kicked for serious reason
  • added low-pass audio filter for when player is submerged
v0.11.4 (Build 390): August 1, 2021
  • more CPU optimizations
  • fixed bug that caused networked car body to drift from correct orientation
View full Hyperwheel Overdrive Changelog at NeonEngine.net

v0.11.2 Released: Airborne Rotation Thrusters & Performance Optimizations

Hyperwheel Overdrive v0.11.2 brings some big performance improvements on the CPU side and adds thrusters for adjusting car rotation in mid-air (with controls that work by picking up a holographic sphere and pointing it where you want to rotate towards). This is a huge game-changer in terms of combat play; airborne players are now quite dangerous as they can face players in the air and rain rockets down on them or just take some shots with their laser rifles!

We also added a new race track to Volcanica called "Island Triathlon Course", which is the only track to feature the car, boat, and plane. Transitions between the boat and plane are particularly fun.

Let us know what you think about the latest update on our Discord! View the full list of v0.11.2 changes below, along with the entries for v0.11.1 as well:

v0.11.2 (Build 373): July 1, 2021
  • added new thruster system for correcting & stabilizing car rotation in the air
    • thruster charge is used up and must be recharged by driving or boating
    • holographic sphere can be grabbed and rotated to control thrusters
    • thrusters control pitch / yaw / roll car rotation only; they don't adjust trajectory
    • added 2 yaw thrusters to car & 4 roll / pitch thrusters underneath
    • new "Thrusters" match modifier controls the availability of thrusters
    • added "Thrust Penalty" to stunt system
  • big performance improvements: optimized many scripts including UI & hand interactions
  • added new "Island Triathlon Course" race track to Volcanica that features all 3 vehicle types
  • Volcano Pass race track terrain changes
  • adjusted recover interactable position and fixed flickering bug
  • fixed bug that prevented Boost Penalty from being updated based on boost time
  • fixed bug that caused stunt modifiers to get overwritten as stunt HUD is displayed
  • improved tire traction on terrain
  • replaced "Flames" car decal and added new "Dots" decal
  • adjusted Chase matches to allow damage & death from stage hazards
  • updated Oculus SDK
v0.11.1 (Build 353): June 1, 2021
  • adjusted trigger throttle input settings to use B button for toggling reverse throttle
  • adjusted trigger throttle input settings to apply brakes when throttle input is zero
  • added control setting to toggle the plane's pitch auto-leveling system
  • fixed bug where player's center position gets moved over time
View full Hyperwheel Overdrive Changelog at NeonEngine.net