![]() ![]() The negatives I have had with this product is the multiple issues ranging from gaming to the product itself. I personally am not one of those people that HAVE to get 120 fps in every single game with ultra graphics, I am content with whichever balance between fps and quality but when it comes to vr, quality seems to over rule performance as some games are quality heavy (which can add to the experience) while others are very performance heavy (which takes into account your specs). ![]() When it comes to purchasing games for vr, you might want to wait a while before diving into vr so that more flashed out or exciting games can come out because currently alot of the games range from 0 to 60 (0 being the very cheap free stuff and 60 being the most recent and sometimes exciting stuff). With the new gpu replacement, I am able to play almost every game (when I say almost I say that because I cannot play asgard's wrath with good quality graphics but still decent performance but every other game is perfect with medium to high settings). This was because I would connect and put on my headset but while using the guardian feature the real time camera would basically be a slide show, if you were constantly pressing the mouse button every 0.5 seconds in a powerpoint slideshow, and that was the case with almost all the games I have played unless I customized the graphics of those games to low in order to get atleast 30 frames. Before purchasing my new gpu I had a much older gpu (745 oem) which came with my pre-built pc. When I first got my product everything ran perfect, BUT, I needed to tweak a few things relating to my pc by buying a better and faster GPU (1050 ti) in order to run vr in a smooth medium to high quality graphic content. The video compression makes the dither look a bit odd here (best to watch in fullscreen).Originally I had bought this product for the sake of gaming (as did many of us). Each camera could have a totally different behavior as well thanks to Cinemachine. Here is a little video of my project in which I am just moving through 4 different "Trigger Boxes" to change Cameras on the fly. Shader: Retro Fantasy (Lit and Unlit Versions) using Unity's Shadergraph featuring, Affine Texture Warping, Vertex Jitter, Dither, etcĬontroller: Tank Style Controller (similar to Silent Hill, Resident Evil)Ĭamera Logic: Utilizing Cinemachine and Triggers for various camera styles and behavior. Texture Compression: RGB 24Bit - Index Colors (256) or "Automatic" Textures: Anywhere from 128x128 to 256x256 (Environment) and 512x512 (Characters) So currently I am doing it all and I'm quite enjoying it!įinal Output: 800x450 Resolution via Render Texture (upscaled to 1920x1080) ![]() I guess ultimately I am going for my own "Retro" look here and I'm just having a great time venturing yet again into C# as well as extending my Shader (Shadergraph) knowledge and knowledge in other areas as I have yet to create an actual character for the main player and rig/animate as well. It's actually not all that easy to work backwards and make things look "retro". I am setting my own limitations and rules on this project as there is of course no real hardware limitation today. Again, this would have not been possible without the help from Ben Cloward who is not only super knowledgeable but also more than kind and generous! Nobody has attempted to do these things purely with Shadergraph yet. I am extremely proud of the Shader which features things such as Affine Texture Warping, Vertex Jitter, Dither and others. Games such as Silent Hill as well as Resident Evil or other Horror games are a big inspiration for this little project. ![]() In my recent spare time I've been working on a little project which I currently just call the "Unity Retro Fantasy Console" in which I try to emulate or inject a feeling of past video game era's inspired by consoles such as PS1/PS2/N64/SNES and the likes. ![]()
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