Development Update - Captain Hardcore on the Oculus Quest - It works! (mostly!) (Patreon)
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Hey everyone!
I've had a lot of requests for a Quest version of CH - I hadn't originally planned on supporting it, and I wasn't sure if it was possible on such a low powered device (compared to a gaming PC), but I said I'd give it a go anyway!
After some tests I realised it wouldn't be possible to have the full game running, too many things needed changing so I decided to try and create a stripped down and completely separate version. I had to make some pretty big changes including an engine upgrade, removing all the fluid and hair physics, switching to the mobile renderer, and changing the way the UI is implemented.
I then created an empty level with one character and a few lights to see if it could handle it, and it's actually running at 40 - 50fps. This is much better than I expected, and it's playable if you don't mind the low frame rate and some stuttering. This is without doing any optimisation, and I think I'd be able to get it running smoother if I do some performance profiling.
It's not perfect however: all the physics and animation systems work well, but I wasn't able to use the same character skinning system as the PC version. This means the knees, shoulders and ass area look a bit off when her limbs are bent more than about 90 degrees. It also messes up the clothing, so that's been removed for now.
I might eventually be able to get around this, but I'm stuck and thought the best thing to do would be update you all on my progress and release an experimental build to get some feedback!
This won't be a polished build at all, it's in a very early state and I'm not happy with a lot of things, but I'm aiming to get something out soon. Because of the issues explained above I'm not sure if it's something I'll be able to make into a finished game, but I'll see what feedback I get and go from there.
Video coming soon!