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What work have you been doing, if any, with the Oculus Rift in conjunction with the PU?

Rob ReiningerLead Systems Designer, Product Owner of the US PU Feature Team

Oh, it makes me ill. We have been looking under every rock to optimize everything to get down to a frame rate that the Oculus Rift could accept. Because there's an acceptable frame rate, obviously, that the Oculus Rift has, and that's our biggest push forward, the optimization side of the PU, because obviously these planets, as you saw on ArcCorp, these planets are huge. And there's tons of buildings and tons of polys and tons of draw calls. And the Oculus Rift is not going to cut it with 20 frames a second. That will make you sick. So that's the big thing. It's just optimization, trying to get it to work right at the moment. It's tricky. So we're just going to have to get there. Optimization ongoing forever.

Reverse the Verse›Star Citizen - Around/Reverse the Verse Live Edition!·
Published on this date.30 Oct 2014