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I'm in the process of developing a small indie game for the Oculus Quest. It's not easy to get good graphics, but one really obvious thing that is missing from
by LarsDu 4y ago
I'm in the process of developing a small indie game for the Oculus Quest. It's not easy to get good graphics, but one really obvious thing that is missing from Horizon World's is really simple -- textures.
I suspect the development team ditched most textures entirely as you can reduce virtually all rendering to a very small number of draw calls by having everything share a single texture. This saves the engineering teams (which must be quite large) a lot of time consuming issues with optimization
It could certainly look a lot better. I mean DOOM 3 runs on the Quest 1 and has normal maps, shadows, and nicely baked lighting.
If I were to guess, it comes down to probably one thing -- too many people are probably working on the project, and high level decisions like "adding legs", or using normal maps and non-shitty textures are simply too difficult to coordinate. It's the mythical man-month problem. That's why when you want to start off a game dev project, you need like 8 skilled people, not 160 headless chickens.
- origin_path 4y agoIt's probably to keep it easy for end users to create content. SL had the same issue. Pro game creators have way more money and skills than ordinary end users, so unless you want a really jarring set of contrasts between ultra-basic objects and super awesome objects you have to pin everything to the minimum visual quality. Sort of like why Twitter is popular - nobody can excel at anything because of the character count limit.
- throwaway2016a 4y agoI think it is more that they are afraid that if they allow for anyone to upload texture they will end up with a large amount of inappropriate content on it. So they settled on a limited set of built in ones.