Alien: Rogue Incursion VR

Alien: Rogue Incursion VR

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Meta (/Quest) is going to nail this game.
I've engaged with as many technical documents on the Meta Quest 3 platform as I can 'tread water with' /'digest' in any given time period.

I feel people massively underestimate this hardware platform.
It has so many discreet chips and dedicated methods to accelerate and handle the ancillary aspects of Augmented Reality and 'tracking' and 'mapping' etc.

And they have tightened all technical document and breakdown access so that people cannot look from the 'outside in' when trying to interpret its' true capability.

The reality is it benches so far better than any mobile variant of the platform chips when running 'generic benchmarks' and certainly no benchmarks to utilise all of its hardware 'stacked' as a developer for high end software on the platform will have access to, or 'push'.

Things like the somewhat akin to an xbox series S level of graphics capability.. isn't taking into fact the actual hardware raytracing capabilities (AMD chips as used in the Xbox series S and series X leant on the Compute Units, giving up the special effects 'dedicated hardware' in an attempt to shoehorn the feature onto the 'bullet points' sales sheet.)

When we factor the Quest is much higher clocked than the typical market Qualcomm hardware benchmarks, and combined with a game like Alien Rogue Incursion using prebaked rendered effects (GTX 4090 @ half an hour 'per effect'), the ability to compile the prerendered 'animations' over a highly scaleable Unreal Engine 5 game world..
Will simply equate to probably one of the best examples of game software to release on the platform.
Certainly in terms of looking like Hollywood CG in realtime, and being fully interactive, with complex physics and weather like wind and snow being more than just a 'top layer' in front of the camera! (awesome!)

The eight cores of processing power, when loaded correctly (factoring the OS probably keeps one core locked off for an easy front end); should equal two hour runtimes.. sure.
But;

Being able to play Alien Rogue Incursion UNTETHERED without compression should equal the best way to play. (more playable than dealing with Windows jank and 'high end PC platform problems')

As an example- the storage drive in most users PCs will be a 'budget' SSD type,.. one that leans on the CPU heavily when doing reading and writing. (most laptops with gaming graphics graphics cards fall in this camp too, even if they list a NVMe drive as the 'standard')

When we remove the need of 2-4 processor cores from the CPU requirements (to assist drive data compression and decompression /'movement' in most PCs), things 'start to look up' for what is actually needed to deliver a baseline experience, smoothly, for this game.

When I measure what the game needs, in terms of RAM and CPU: this game was built with low end in mind; so demands the TOTAL SYSTEM be well balanced and 'capable', and doesn't just lean heavily on the GPU like 9?% of games in the VR market.
The buses not being clogged up with Windows OS system overhead and 'inefficient/outdated' hardware methodology.. (data can get to the 'VRAM' quickly on the Quest as it was built for GAMING)
A tight rebake of the games assets for the platform will allow using the included modern GPU capabilities to be used well. The TOTAL HARDWARE PACKAGE is very capable but requires a design of software to lean on all aspects equally, that only a few developers are llikely going to achieve well, certainly in the first few years of release.
-so-
Most studios will not have leant on the hardware capability in the Quest3 yet.. especially as it would limit running their games on the regular Quest products.

A product tuned to deliver incredible fidelity on a Quest3, given the GPU hardware capabilities, and the actual core speeds (with engine aspects leaning correctly on each of the cores speed and math capabilities.. )
I started to realise that the Quest3 shouldn't be underestimated when it comes to making Alien Rogue Incursion SHINE.

Knowing AlienRI is the only VR title that has me completely lost in my room within two minutes of playing (so immersive); an untethered version, sans compression & with 'high colour depth' etc will be the way to play this title.

The fact that they get the tweaked version with all fixes and gameplay enhancements already brought to the game means it will be an R18+ title that sells to so few people, but will be the go to 'adult' tech demo title that might just make the VR push the market needs.
Especially with High End PCs being deprecated from VR based on market players movements (eg 24H2 deprecating Windows Mixed Reality from working in Windows OS)..

Whilst I COULD use Oculink to hook up my AMD GPU to, for example, an Ayaneo Flip, and have a smaller PC build that might outpunch a PS5,.. going untethered and having this level of fidelity, sans 'wireless' will be next gen for many.

We just need the software to show off the platform, of which something using a modern engine, built from the ground up to utilise all of the Quests strengths (eg hardware busses not dragging down the GPU render, due to CPU and drive mismatches),.. the Quest GPU has great ability to show off a game that leans on prebaked top tier effects onto a graphic engine that can make use of massively multicore CPU and super fast Quad Channel RAM..

"a better matchup hasn't shown what this tech can do", (I like to keep 'Quest' handy for up close encounters!?)

Many users will be counting down the days
Last edited by WhIteDragem; Jan 23 @ 11:11pm
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Showing 1-15 of 21 comments
Hell's Tits Jan 24 @ 1:31pm 
I own a Quest 3. I think you're getting fizzy knickers over something that won't be the case.

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.
WhIteDragem Jan 24 @ 7:58pm 
The Playstation 5 version blows the PC version away. (hardware 'total capability' vs performance, being qualifier)

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!
Last edited by WhIteDragem; Jan 24 @ 8:24pm
jpres31 Jan 25 @ 11:00am 
TLDR runs great on my 3080TI with a 5800x 3d
Well fair enough WhiteDragon, and I do want to support the devs so I might well reconsider and acquire it for Quest too. Whilst I have no issues with performance myself playing on PC, I will be curious to see how it handles on Quest, put it that way, so cheers and thanks for a comprehensive read on your views.
This thread didnt aged well at all
Lol, looks like a potato on quest 3 compared to pcvr
yep, tho i wish it wasnt like because im a huge fan of Quest platform and i have Quest 2 (holding on upgrading). Only downside the game is not available on PC via meta quest app, only steam.
Last edited by Rambo Redfield; Feb 14 @ 2:31am
@WhiteDragem. I told you it would be a downgrade on Quest, and it does have loading transitions too. So.... how are your knickers doing?
Last edited by Hell's Tits; Feb 14 @ 10:54am
Swans Feb 15 @ 2:59am 
Well, this thread aged like rancid milk.
I have a Quest 3 and purchased the PC Steam version.
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.
I was considering buying the Quest 3 version before its release, but having seen the reviews I don't see the need when it can't even accomplish "dark" properly to create a modicum of tension that the PC version does in spades.
kordelas (Banned) Feb 18 @ 1:16pm 
It was obvious that Q3 version won't be close to PC/PS5 versions. Blue tint fog in it is likely an artistic choice due to the game being based on color themes of Cameron's Aliens movie. A tension is still there as it is based on Xenos and motion tracker beeps. Just like in the movie.

Edit: Also black Xenos contrast better with blue fog. Graphics this way are more visible. Otherwise a player would see incomprehensible blobs of something.
Last edited by kordelas; Feb 20 @ 10:00am
Despite purchasing the Steam PC version for my Quest 3 i still think the Alien Isolation VR mod looks graphically better so far anyway unless im missing something.
Last edited by synchromesh; Feb 20 @ 9:34am
JohnaVR Feb 21 @ 12:30am 
Super fanboy has proved himself wrong again. I got the impression, that WhiteDragem might be a member of a very unskilled guerillia marketing team for survios.
kakek Feb 21 @ 8:57am 
Originally posted by JohnaVR:
Super fanboy has proved himself wrong again. I got the impression, that WhiteDragem might be a member of a very unskilled guerillia marketing team for survios.
They would not commit whole novels to defend their point. No marketing team would be THIS unskilled.
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