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Hey Patrons!

Edit: Regarding screenshots and videos, while we're still in early testing, please don't post stuff publicly yet! This will probably change soon, and we'll let you know when it does, hope you understand.


For people who are participating in our performance test, we've messaged you links to a download of our first test scene. If we missed you, please let us know!


For Rift users, initiate a conversation with Ayaka by looking at her name tag, or for Vive users, touch one of your controllers against her name tag. She'll explain how to use the interaction system, your controls, and how to use the Graphics Settings Menu.


We've confined the test scene to one of the school's classrooms, so please keep your performance testing to that room!


A note about Anti-Aliasing in VR in UnrealEngine4. UE4 has two methods of AA, which are Temporal (TAA) and Fast Approximate (FXAA), neither of these are really optimal for VR. Feel free to experiment with both options, but we're planning to soon use Multisampling (MSAA) when we transition to a  version of UE4 that will hopefully release in the Fall, which supports forward rendering and will give us significantly higher image quality.


For this build, we've enabled access to the Console. You'll be able to change a large combination of options with the Graphics Settings Menu, which are options that we've selected and tuned for balanced performance across a range of hardware - but - for people who'd like to experiment with options outside of the in-game settings, you can use console commands.


To push your GPU further (for high end cards) or to gain additional performance (on low end cards), here's a few console commands, which you can use by pressing the ` key:


sg.AntiAliasingQuality # (between 0-3 - default is 3)

r.ScreenPercentage ### (target resolution as a percentage of the Vive's framebuffer - default is 140)

HMD SP ### (target resolution as a percentage of the Rift's framebuffer - default is 140)


Please make note of the settings you used to reach optimal performance (stable 90fps) in your HMD, and we'll soon release a form for you to fill out with your experience.


Please also bear in mind that this test scene is not representative of Virtual Novel as a final product, and everything is subject to improvement. If you experience any bugs, or have any suggestions for improving gameplay or non-performance related aspects of the game, feel free to let us know, but the primary goal of this test is to make sure that Virtual Novel is performant on your hardware. If you have any trouble with set up, we'll be active on Patreon or email throughout the evening, and we'll try to respond quickly.


Thanks, and happy testing!


Virtual Novel Team

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