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Played the older version of this game on Quest 2 and it was pretty bad. Shader problems, memory limitations, hard crashes... not fun.
But more importantly, don't forget this game already doesn't run great even on relatively powerful machines. I have a Ryzen 3600 and RTX 3060ti, yet even in the stock home environment I usually hang at 40-50fps. Even on a map based on imported models from a game that released in 2002, I couldn't ever hit 60fps. There is no way this game could ever (at least in its current state) run on what is essentially a fancy Android phone.
also, to clarify, I use quest 1 + virtual desktop (running the game in oculus mode for minimum performance overhead)
Oh yeah I also forgot to mention, VRChat doesn't actually meet the Quest store minimum quality requirements because of how poorly it runs. They just get a special exception because they have clout. Resonite certainly doesn't have the same popularity of VRChat, and would not get the same exemptions.
Mobile aren't the majority, and even then, due to how things work with Resonite, it'll be awhile before work on mobile specifications are prioritized. Fully removing the last remnants of Unity and improving stability, for example, are a bit of a higher priority, which in turn can improve the mobile offerings, when ready.
I think that a social platform... should seek to enlarge its social network to become relevant...
I mean, the technical issues are important... but you also add people who use the platform... otherwise this is going to be a very good platform technically, better than vrchat for example (in fact it already is) but without movement of people which pull it down...
That isn't what I said. The problem right now is the platform isn't ready to become supporting mobile hardware just yet, because there aren't yet optimizations just to support the current systems in place. That's nothing to do with exclusivity and you are putting words where they don't exist.
Resonite is capable of being a social platform... but it also isn't. It's an entire engine system, more on par of a web browser so to speak, where you can visit areas more for socializing, but you can also just go elsewhere to load up a developer kit or visit a location to bring its asset over to another location. This was actually a question someone asked the creator of Resonite, and while the above is my take, they had another one that I can't quite remember.
Don't get me wrong: I get that movement isn't that fast right now, and it is upsetting given the strengths of the platform over most others. Mobile hardware is just a very fickle beast that cannot be taken lightly, and would only complicate development further. Other issues, like media importing issues (*cough cough* https://github.com/Yellow-Dog-Man/Resonite-Issues/issues/216 ), limited distribution options (right now, avatars have to be set up by someone and distributed internally if you want to keep features intact), and random world performance hiccups are just a few that are yet to be resolved.
The GPU currently is not the bottleneck in most situations, it's CPU performance. If you have a fast CPU / one with lots of cache (like the x3D chips) you'll get a pretty big performance boost. With the upcoming performance improvements, CPU performance is likely to improve a lot all across the board, and hopefully not be the bottleneck anymore. Presently, a strong GPU doesn't have to mean you'll get good FPS if your CPU is older.
But Resonite itself is already equipped with a bunch of tools in the background that make standalone VR support feasible, most notably the flexible asset variant system, which provides the foundation for different devices pulling different versions or "variants" of assets. For example the mobile optimized shaders, lower resolution textures & meshes, etc. for mobile devices like the Quest.
Just let the Facebook VR die.
When the SEGA dreamcast has more graphics features you know how ♥♥♥♥♥♥♥ garbage Mobile VR is.
Resonite will remain a 16+ game regardless of the availability on different platforms, so that's not really a concern.
The limitations you mention I don't think are inherent to mobile hardware, they are moreso inherent to implementations of mobile hardware support other platforms have. There's no doubt going to be limited graphical fidelity, but I highly doubt that will impact you in the content you create. I would advice to be a bit more open-minded here, limitations that are enforced on other platforms likely don't apply to Resonite 1:1.
Generally, getting Resonite's engine to run on as wide of a hardware variety as possible is a pretty good goal. Even if you don't intend to use those platforms yourself, the optimizations and design considerations for allowing this as an option will likely have benefits for you as well! I'm personally pretty excited about lowering the barrier of entry. Currently, you need a pretty expensive PCVR setup to run the game well, which is pretty much excluding a lot of people that can't afford this kind of setup. Lowering the bar means more people can experience Resonite, which means overall more creativity in the community and growth for the platform!
Well, as it stands today, yeah. But that's why the major performance optimizations and new rendering engine are considered a prerequisite for supporting mobile hardware. We won't get to that point immediately, but that doesn't mean we're not heading there in the future.
That being said, I'd absolutely love being proven wrong in the future, as this would mean having the ability to travel and still having access to Resonite.