We can fade between different fog types just by blending between different textures and sampling the blended result. Our gradient fog works by having a color gradient ramp stored in a 1 by 64 pixel texture that is sampled using spherical distance exp2 fog opacity as the UVs. Having the sun in the sky box be dynamic allowed the direction to change without requiring totally new sky boxes to be painted. Our skies are all hand painted clouds and horizons cube maps on top of Procedural Sky from the asset store that handles the sky color and sun circle with some minor tweaks to allow fading between different cube maps. This meant all of our lighting and shadows were real time, along with having custom systems for handling transitioning between skies and our custom gradient fog. There are also events and actions the player does in the game that can cause these to happen. We dynamically fade between different types of lighting, skies, fog, and post processing to give areas a unique feel. While the game doesn’t have a dynamic time of day, different areas have different environmental setups. Going to the Quest this would be only more of an issue. So much so that this was a consideration we had to be mindful of on the PlayStation 4 as loading a new area could cause a massive spike in frame time causing the frame rate to drop. In Unity there can be a not insignificant cost to enabling an object. And in some ways even more importantly the number of objects that are enabled or disabled at one time. But this comes at some cost in needing to be mindful of the number of objects active at one time. We felt this was important to make the world feel like a real place the player could explore. Once you’re past the main menu and into the game, Falcon Age has no loading screens. So let’s talk a bit about the original PlayStation VR and PC versions of the game and a couple of the things we thought were important about that experience we wanted to keep beyond the basics of the game play. So what we did was reduced the draw calls, reduced the poly counts, and removed some visual effects to lower the CPU and GPU usage allowing us to keep a constant 72 hz. So we figured what better way to celebrate Falcon Age coming to the Oculus Quest than to write another one! There have already been several blog posts and articles on how to port an existing VR game to the Quest.
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