New Demo «Dixotomia»
"The most important change - the Demo version has become completely standalone! Previously, a PC was required to play it. But now you can simply download it to your headset. You can play it on Oculus Quest 2/3/Pro and Piko 4. The game weighs only 400 MB - because optimization is one of the key elements of the project.
[h3]FPS[/h3]
Developing applications for Oculus Quest, and for VR in general, requires maintaining a stable high FPS. To determine the exact figures, we used Unreal Insights in conjunction with RenderDoc - and achieved excellent results. We also increased FPS in the most complex location by about 100% thanks to occlusion optimization.

[h3]3D[/h3]
The optimization process wouldn't be complete if there were still high-polygon 3D models in the project. That's why we completely redesigned the locations: Lobby, Hall, Training room. We built all the walls-floors-ceilings from scratch. We created more than 100 new props. We optimized the existing ones and placed them differently in levels to ensure stable FPS.

[h3]Code[/h3]
Inside UE, the following were reworked:
Movement system.
Now the character can walk not only on flat horizontal surfaces but also on inclined surfaces, including stairs. Additionally, the character can now fall from great heights. The standard movement system does not provide such functionality in VR, and we added it.
Teleportation.
In addition, we added the ability to change the teleportation direction, and now the character assumes the correct position after teleportation.
Collision system.
Now the character smoothly moves away from walls when colliding with them with the head.
Inventory and quick slots.
We reworked the character's inventory, removed unnecessary items from the item grab component, and changed the appearance.
Weapon reloading.
A damage system and reaction to taking damage were added.

[h3]Game design[/h3]
In the final part of the demo, RB was replaced by Duncan - the main antagonist of the game. In addition, Duncan himself was remodeled, given new animations, skills, and a behavior tree.

As well as a thousand other minor edits and changes that would take longer to describe than to implement.
We look forward to seeing you on the steam stream on October 26!
[h3]FPS[/h3]
Developing applications for Oculus Quest, and for VR in general, requires maintaining a stable high FPS. To determine the exact figures, we used Unreal Insights in conjunction with RenderDoc - and achieved excellent results. We also increased FPS in the most complex location by about 100% thanks to occlusion optimization.

[h3]3D[/h3]
The optimization process wouldn't be complete if there were still high-polygon 3D models in the project. That's why we completely redesigned the locations: Lobby, Hall, Training room. We built all the walls-floors-ceilings from scratch. We created more than 100 new props. We optimized the existing ones and placed them differently in levels to ensure stable FPS.

[h3]Code[/h3]
Inside UE, the following were reworked:
Movement system.
Now the character can walk not only on flat horizontal surfaces but also on inclined surfaces, including stairs. Additionally, the character can now fall from great heights. The standard movement system does not provide such functionality in VR, and we added it.
Teleportation.
In addition, we added the ability to change the teleportation direction, and now the character assumes the correct position after teleportation.
Collision system.
Now the character smoothly moves away from walls when colliding with them with the head.
Inventory and quick slots.
We reworked the character's inventory, removed unnecessary items from the item grab component, and changed the appearance.
Weapon reloading.
A damage system and reaction to taking damage were added.

[h3]Game design[/h3]
In the final part of the demo, RB was replaced by Duncan - the main antagonist of the game. In addition, Duncan himself was remodeled, given new animations, skills, and a behavior tree.

As well as a thousand other minor edits and changes that would take longer to describe than to implement.
We look forward to seeing you on the steam stream on October 26!