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Why would the release on Quest be delayed for around three months if the hardware was such a great performer? Because the devs can't get it to perform well enough without more time to compromise and optimise.
One of the big drawbacks apart from fidelity I've noticed on native Quest titles is the loading times, even when it's doing nothing except a loading screen- and this game streams content so we don't get levels loading in on PC, yet this is going to have to be done on the fly along with keeping the performance optimal on Quest.
The advantage for it on Quest for me is portability, so playing away from my PC, but as I can play via Air Link un-tethered, from an immersion point of view I see no real advantage or buy it for native Quest play.
You can bet a dime to a dozen this title will be cut down in some way to run on the hardware- it's still mobile phone technology strapped to your head when all's said and done.
A linux base (efficient OS), with no platform jank (Microsoft is HIGHLY antagonistic to VR), to no base line hardware config (PS5 and Quest have completely dependable throughput and bus speeds that are not bogged down randomly like the PC space has ie Win10 cutdown is not like Win11 updated, and who knows what applets are installed/any Windows update will pull?);
I hear that presently load times are 'slow' (based on above posts' "experience"), but I question the need of existing Quest multiplatform products (ie Quest2 and Quest3)- no stratification at the store level enforces game library and 'assets' to be the same.. so a download has to have Quest2 compatible files.. ;will not lean on, for example, a file format that the newer XR2 chip/'Quest 3' hardware (total), can accelerate loading..
-and having textures and assets run on both Quest2/Quest3 will have led to horrible 'optimisation' of loading simply to keep download sizes reasonable (Meta apologised for not allowing different packages of the software for the different hardware platforms)- a Quest 3 only software product has NONE of that limitation- it can have a highly optimised asset and data container (file) leaning on Quest3 level hardware. (existing products DO NOT DO THIS- if they sell on Quest2 as well!)
Quad channel RAM and a matched set of assets for the capability of the hardwares' throughputs- will equal, like the PS5 version; incredible high resolution art assets in place. (dependably in a way that allows 'to the metal' optimisation, that PC is without, and needs lean on pagefile etc)
The streaming the above post mentions is confusing to me..
This game streams 'prebaked animations' as overlays on each zones loaded textures.
Having some in game loading screens as 'new zones (textures)' are moved to in game allows keeping this game completely optimised and streamlined for Quest. (PS5 would not have needed this,.. but the game had a design goal to fit on Quest(3) from the outset.)
Looking at RAM and GPU loading whilst playing this game suggests they have built from the ground up to hit those targets.
As for issues on the PC platform, mostly caused by random PC builds not coping with a game that leans on all (sub) systems WELL.. (?)
This is why some users can run the game brilliantly, and some cannot.
As an example, I prefer the Playstations' 60 up to 120 rendition.. (for hours)..
vs the PC at 90 without reprojection..
the 120hz on the Playstation, with no 'jank' (eg asset swaps- Playstation feels like super high quality models and textures ALWAYS), the PC version is a headache..
Microsoft Windows running behind or as the platform base that the game runs on causes all the hassles though.
I have a ten year old PC and a four year old GPU and Seagate Firecuda drive.
My PC experience, for some reason, outshines many other users.
I (can) use tricks to remove platform jank. (eg one SSD for Windows, one for pagefile, and one for game pushing into Quad channel RAM seems to equal no data bottlenecking -so long as I avoid the '100 megabytes per second memory leak on the PC version, that may be intermittent across various users systems, I can use 'just the Firecuda', and performance is not hindered at all)
Survios probably do not want the negative press of launching on another platform when the PC version is so subpar to the Playstation experience. (anyone having both can see this easily- we shouldn't need four times $ outlay to simply push past Microsoft Windows 'inefficiencies', that stratisfy actual user experience.. ie below min spec builds that run brilliantly spanning all the way to 'top end', "cost is not expense" sillyness that 'have issues' that users like myself seriously question 'why'?)
Once the PC version is solid.. naturally ANY optimisations that had been missed in the code will be removed. (PS5 and Quest can benefit from some of those too).
The PS5 version has gotten so noticeably better since launch, and has had a lot of effects 'tweaked', some "too much" in my 'not so humble' opinion; where as the PC version is getting the same optimisations, but might be settings dependant as to whether the PC has those reductions in place.. (I notice my PC version still has wind and snowbounce at the 'launch code' version, where as the Playstation has pulled that in for no obvious reason)
Lowering world resolution, a standard 'feature' of Unreal Engine titles for hardware that has bottlenecks, or 'isn't optimsied for UE5' is something PC users just do not seem to have the discipline to do.
A Quest version will be highly tailored to 'one set of hardware' (Quest '3s' is lower res screens, yes, but 'same hardware base'), and thusly has the 'to the metal', 'punch above its weight' that good world design and vision in the first instance allows.
A Quest platform CAN be highly optimised for in ways that PCs simply cannot quite do. (sure the Quest needs that and PCs can simply 'brute force higher' data crunching and 'hope for the best'; but a lack of a stable baseline in bus bandwidth and CPU overhead due to platform setup and any random end user has.. =no PC 'to the metal' software exists!)
Quad channel RAM and asset modules that make use of the storage, and 'optimised for Q3 hardware platform ONLY', will allow streaming (texture animations overlaid on world assets in realtime) that allow a high level of suspension of disbelief.
I see the delays as positives, rather than a failing..
But sure,. .we can all agree that the PC version has to deal with a wide range of end users' and their PC systems diverse hardware capabilities. ~or major lack of capability, which is likely to stem from 'having a strong GPU' (all games benefit), but not 'ALL have strong SUBSYSTEMS' needed for optimised platforms like a Playstation console port; which may need equality' in drive/RAM/bus(direct injection) capabilities.
A Quest is more matched to a PS5 than a PC is, in that regard.
Wet knickers remain on. (I am comfortable with that feeling.) Cheers!
Works perfectly and is always going to be better .. I will hold out for a sale to maybe grab the Quest version just for the sake of having it.
Edit: Also black Xenos contrast better with blue fog. Graphics this way are more visible. Otherwise a player would see incomprehensible blobs of something.