Post by echocdelta on Feb 21, 2016 3:06:58 GMT
Hey folks!
We were anticipating slowness due to our departure soon to the states and getting things ready for that, however the following gains were made this week;
- Platform testing for performance; turns out that one of our target platforms is a bit more robust than we thought. The demo's we ran, including a really intensive one (Earthlight PAX Demo), were running at 100FPS for some dark magic reasons. I can't discuss much further on that due to NDA but that might actually open up this week.
- Art testing as usual, I think we're narrowing on an art direction now. Meshes might still be stylized lo-poly look but textures and materials are looking likely to be not vertex color or flat shading.
- We've had some usability stuff done, such as which colors work best on what contrasts and a lot of testing on lighting conditions for player comfort. One of our designers spent 72 minutes in one go in the Vive and we now have a good idea of how long someone can be in VR until there is tangible discomfort.
- A lot of QA on looking around, moving things, moving hands, grabbing/releasing things, a lot of feedback and it appears based on testing that many of these things feel 'good' or facilitate experiences that are positive.
- We're gearing up for humanoid bipedal skeleton testing, we're just closing in on LOD on meshes so we can performance test. It's important for us to know how many rigged characters we can have and the best use of their skeletons so we can have physics not chew out performance.
- Our 3D/Texturing people this week have settled into pipelines with source, it took a bit longer than intended due to the new SourceTree having a range of bugs that are actually super disruptive.
- Disruptions are over this week, back on production schedule next week so expect more meaty updates.
We were anticipating slowness due to our departure soon to the states and getting things ready for that, however the following gains were made this week;
- Platform testing for performance; turns out that one of our target platforms is a bit more robust than we thought. The demo's we ran, including a really intensive one (Earthlight PAX Demo), were running at 100FPS for some dark magic reasons. I can't discuss much further on that due to NDA but that might actually open up this week.
- Art testing as usual, I think we're narrowing on an art direction now. Meshes might still be stylized lo-poly look but textures and materials are looking likely to be not vertex color or flat shading.
- We've had some usability stuff done, such as which colors work best on what contrasts and a lot of testing on lighting conditions for player comfort. One of our designers spent 72 minutes in one go in the Vive and we now have a good idea of how long someone can be in VR until there is tangible discomfort.
- A lot of QA on looking around, moving things, moving hands, grabbing/releasing things, a lot of feedback and it appears based on testing that many of these things feel 'good' or facilitate experiences that are positive.
- We're gearing up for humanoid bipedal skeleton testing, we're just closing in on LOD on meshes so we can performance test. It's important for us to know how many rigged characters we can have and the best use of their skeletons so we can have physics not chew out performance.
- Our 3D/Texturing people this week have settled into pipelines with source, it took a bit longer than intended due to the new SourceTree having a range of bugs that are actually super disruptive.
- Disruptions are over this week, back on production schedule next week so expect more meaty updates.