VR with a Gamepad Sucks

I was kind of bummed my first day of Oculus Connect 2.

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Last year’s Oculus Connect was revelatory to me. Despite having worked on two different Gear VR titles at the time, the Crescent Bay demo was incredible in comparison. From Oculus’ own vignette demos to Epic’s Showdown sequence–the leap in quality from DK2 to Crescent Bay was astounding. Everyone walked out of that demo with a huge simile on their faces.

The first demos I tried at OC2 were the Gamepad demos. Oculus spent an absurd amount of time at their E3 keynote talking about how amazing it was that they were launching with the XBox 360 controller as the input device. At Oculus Connect, I put this claim to the test.

Every game from EVE Valkyrie to Edge of Nowhere seemed like playing a regular video game strapped to my face. I felt like I was playing an XBOX One through binoculars. In fact, a few of the games made me a little queasy–which I’m usually not susceptible to.

Maybe I’m just jaded having been developing gamepad VR experiences on Gear VR for a while, I thought.

Later on I tried Toybox which is a cool tech demo but doesn’t really illustrate how you’d play an actual game for any length of time with the Touch controllers. In fact, I found the controllers a little hard to use compared to the Vive. They have tons of confusing buttons and getting the finger gestures right seemed to take a little bit of work.

I was leaving the demo area and getting ready to head home when a friend of mine who works for Oculus stopped to ask what I thought. I told him honestly that I felt last year’s demos were better–they were more immersive and interesting. Although a little taken aback at my impressions, he strongly suggested I come by tomorrow for the next set of demos. He couldn’t tell me what they were, but promised they’d be awesome.

The Oculus Connect app sent a notification alerting me that new demo registrations would be available at 8 AM. I set my alarm and woke up the next morning to register for the Touch demos via my iPhone. I promptly slept through the keynote and arrived on the scene at noon for my demo.

We were only allowed to try two games, and it was heavily suggested I try Epic’s “Bullet Train” experience. Having not seen the keynote, I had no idea what I was getting into.

Bullet Train is mind blowing.

Bullet Train is essentially Time Crisis in VR. When I saw the Showdown demo last year I thought a game like this in VR would be a killer app. One of my favorite coin-ops of all time is Police 911–which motion tracks your body with a pair of cameras to duck behind obstacles. I thought doing this in VR would be amazing. However, last year there were no hand tracking controls–it was just a vague idea.

Here, Epic took the Touch controllers and made an incredible arcade shooter experience that should be a killer app should Epic choose to develop this further. Oculus really needs to do everything in their power to get Epic to produce this as a launch title for the Touch controllers.

The touch controls make all the difference. From handling weapons and grenades to plucking bullets out of the air in slow motion, Bullet Train really drives home how flexible the Touch controls are. Unlike Vive which is like holding a set of tools, these let you reach out and grab stuff–Even pump a shotgun.

The combination of standing in a motion tracked volume and visceral interaction with the world using your hands–even with Touch’s primitive finger gesture technology–really immerses you in an experience way beyond what’s possible sitting in a chair with an XBox controller.

It’s disappointing that Touch won’t launch with Oculus’ headset. Hand tracking is absolutely required for a truly immersive experience. Developing games that support both Gamepad and Touch control is going to be difficult without diluting features for one or the other. I’ve experienced a similar issues developing games that work with Gear VR’s touchpad and Bluetooth gamepad.

I left Oculus Connect 2 I reinvigorated with the feeling that VR with hand tracking is the One True VR Experience. Gamepad is fine for mobile VR at the moment, but all of my PC and Console VR projects are now being designed around Touch and hand tracked input. It’s the only way!

Samsung Gear VR Development Challenges with Unity3D

As you may know, I’m a huge fan of Oculus and Samsung’s Gear VR headset. The reason isn’t about the opportunity Gear VR presents today. It’s about the future of wearables–specifically of self-contained wearable devices. In this category, Gear VR is really the first of its kind. The lessons you learn developing for Gear VR will carry over into the bright future of compact, self-contained, wearable displays and platforms. Many of which we’ve already started to see.

The Gear VR in the flesh (plastic).

The Gear VR in the flesh (plastic).


Gear VR development can be a challenge. Rendering two cameras and a distortion mesh on a mobile device at a rock solid 60fps requires a lot of optimization and development discipline. Now that Oculus’ mobile SDK is public and having worked on a few launch titles (including my own original title recently covered in Vice), I figured I’d share some Unity3D development challenges I’ve dealt with.

THERMAL ISSUES

The biggest challenge with making VR performant on a mobile devices is throttling due to heat produced by the chipset. Use too much power and the entire device will slow itself down to cool off and avoid damaging the hardware. Although the Note 4 approaches the XBOX 360 in performance characteristics, you only have a fraction of its power available. This is because the phone must take power and heat considerations in mind when keeping the CPU and GPU running at full speed.

With the Gear VR SDK you can independently tell the device how fast the GPU and CPU should run. This prevents you from eating up battery when you don’t need the extra cycles, as well as tune your game for performance at lower clock speeds. Still, you have to be aware of what types of things eat up GPU cycles or consume GPU resources. Ultimately, you must choose which to allocate more power for.

GRAPHICAL DETAIL

The obvious optimization is lowering graphical detail. Keep your polycount under 50k triangles. Avoid as much per pixel and per vertex processing as possible. Since you have tons of RAM but relatively little GPU power available–opt for more texture detail over geometry. This includes using lightmaps instead of dynamic lighting. Of course, restrict your usage of alpha channel to a minimum–preferably for quick particle effects, not for things that stay on the screen for a long period of time.

Effects you take for granted on modern mobile platforms, like skyboxes and fog, should be avoided on Gear VR. Find alternatives or design an art style that doesn’t need them. A lot of these restrictions can be made up for with texture detail.

A lot of standard optimizations apply here–for instance, use texture atlasing and batching to reduce draw calls. The target is under 100 draw calls, which is achievable if you plan your assets correctly. Naturally, there are plenty of resources in the Asset Store to get you there. Check out Pro Draw Call Optimizer for a good texture atlasing tool.

CPU OPTIMIZATIONS

There are less obvious optimizations you might not be familiar with until you’ve gone to extreme lengths to optimize a Gear VR application. This includes removing as many Update methods as possible. Most update code spent waiting for stuff to happen (like an AI that waits 5 seconds to pick a new target) can be changed to a coroutine that is scheduled to happen in the future. Converting Update loops to coroutines will take the burden of waiting off the CPU. Even empty Update functions can drain the CPU–death by a thousand cuts. Go through your code base and remove all unnecessary Update methods.

As in any mobile game, you should be pooling prefabs. I use Path-o-Logical’s PoolManager, however it’s not too hard to write your own. Either way, by recycling pre-created instances of prefabs, you save memory and reduce hiccups due to instantiation.

IN CONCLUSION

There’s nothing really new here to most mobile developers, but Gear VR is definitely one of the bigger optimization challenges I’ve had in recent years. The fun part about it is we’re kind of at the level of Dreamcast-era poly counts and effects but using modern tools to create content. It’s better than the good old days!

It’s wise to build for the ground up for Gear VR than to port existing applications. This is because making a VR experience that is immersive and performant with these parameters requires all disciplines (programming, art, and design) to build around these restrictions from the start of the project.

A Weekend at Oculus Connect

I spent this past weekend at Oculus Connect and have just now had the time to process what I saw. For Oculus to go from a humble Kickstarter project a few years ago to a capacity filled conference rife with amazing demos and prototypes by countless developers is mind-boggling. I know I said VR in 2014 is like Mobile in 2002, but the pace of progress is staggering. The maturation path for VR is going to be MUCH quicker. Is it 2005 already?

...and all I got was this lousy t-shirt.

…and all I got was this lousy t-shirt.

As I stated before, Gear VR is the most important wearable platform in the universe. I’ve been developing Gear VR games for a while and am thoroughly convinced this wireless, lightweight platform will have far more reach than VR tethered to your desktop.

The GearVR demo area.

The GearVR demo area.

The apps on display were great, but I even saw a few Gear VR demos from random developers in the hotel hallways that blew away what were officially shown in Samsung’s display area. Developer interest for Gear VR is very high. Once it’s commercially available, a flood of content is soon upon us.

Despite the intense interest in the platform, I spoke to a few desktop and console developers who dismissed Gear VR as a distraction and are ignoring it–which I think is really short-sighted.

It’s true that there may be a division in audiences. Gear VR may be the larger, casual audience while apps built around Oculus’ astounding Crescent Bay platform could be for a highly monetizable market of core enthusiasts. Either route is smart business. Depending on how long you can hold out for customer traction, that is.

Oh, and Crescent Bay…was a revolution. There’s probably not much more to be said about it that hasn’t already–but the ridiculous momentum behind Oculus’ path from the DK1 to Crescent Bay makes me question the competition. Oculus has hired all of the smartest people I know and have billions of dollars to spend on VR R&D–which is their main business, not a side project. Will competitors like Sony really commit enough resources to compete with the relentless pace of Oculus’ progress?