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Toony colors pro 2
Toony colors pro 2













toony colors pro 2
  1. #TOONY COLORS PRO 2 HOW TO#
  2. #TOONY COLORS PRO 2 PC#

Then we turned off grass, and pulled in some of the LOD distances. Next up were real time shadows, they got disabled entirely. We forced all the textures in the game to be at 1/8th resolution, that mostly stopped the game from crashing as we were running out of memory. Post processing had to go, just about any post processing is just too expensive on the Quest, so it was disabled entirely. Then it crashed.īut there’s some obvious things we could do to fix a lot of that. We left things mostly unchanged, just with the graphics settings set to very low, similar to the base PlayStation 4 PSVR version of the game.

#TOONY COLORS PRO 2 PC#

Now, there had to be some compromises, but how bad was it really? The first thing we did was we took the PC version of the game (which natively supports the Oculus Rift) and got that running on the Quest. You can read more about the work we did on the bird interactions and AI in a previous dev blog posts here: If at all possible we wanted to retain as much of this aspect of the game, even if it came at the cost of other parts. She also has special animations for perching on the player’s hand or even individual fingers, and head stabilization. One of the subtle but important aspects of how she “felt” to the player was her feathers, and the ability for the player to pet her and have her and her feathers react.

toony colors pro 2

Petting, feeding, playing, hunting, exploring, and cooperating with her. While we knew not all of this would be able to translate to the Quest, we needed to retain as much of this as possible.Īt its core, Falcon Age is about your interactions with your bird. Post processing was mostly handled by Unity’s own Post Processing Stack V2, which includes the ability to fade between volumes which the custom systems extended. Instead all shaders used in the game were hand modified to use this custom fog instead of Unity’s built in fog. This is functionally similar to the fog technique popularized by Campo Santo’s Firewatch, though it is not applied as a post process as it was for that game.

toony colors pro 2

We can fade between different fog types just by blending between different textures and sampling the blended result. Our gradient fog works by having a color gradient ramp stored in a 1 by 64 pixel texture that is sampled using spherical distance exp2 fog opacity as the UVs. Having the sun in the sky box be dynamic allowed the direction to change without requiring totally new sky boxes to be painted. Our skies are all hand painted clouds and horizons cube maps on top of Procedural Sky from the asset store that handles the sky color and sun circle with some minor tweaks to allow fading between different cube maps. This meant all of our lighting and shadows were real time, along with having custom systems for handling transitioning between skies and our custom gradient fog.

toony colors pro 2

There are also events and actions the player does in the game that can cause these to happen. We dynamically fade between different types of lighting, skies, fog, and post processing to give areas a unique feel. While the game doesn’t have a dynamic time of day, different areas have different environmental setups. Going to the Quest this would be only more of an issue. So much so that this was a consideration we had to be mindful of on the PlayStation 4 as loading a new area could cause a massive spike in frame time causing the frame rate to drop. In Unity there can be a not insignificant cost to enabling an object. And in some ways even more importantly the number of objects that are enabled or disabled at one time. But this comes at some cost in needing to be mindful of the number of objects active at one time. We felt this was important to make the world feel like a real place the player could explore. Once you’re past the main menu and into the game, Falcon Age has no loading screens. So let’s talk a bit about the original PlayStation VR and PC versions of the game and a couple of the things we thought were important about that experience we wanted to keep beyond the basics of the game play. So what we did was reduced the draw calls, reduced the poly counts, and removed some visual effects to lower the CPU and GPU usage allowing us to keep a constant 72 hz. So we figured what better way to celebrate Falcon Age coming to the Oculus Quest than to write another one!

#TOONY COLORS PRO 2 HOW TO#

There have already been several blog posts and articles on how to port an existing VR game to the Quest.















Toony colors pro 2