Full notes
Full Reaching for Petals: VR Edition update
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Repeated intro
Hello everyone! We just pushed a well needed update adding graphical options including quality, anti-aliasing, super sampling, and more.
What changed
- Gameplay
- Performance
- Fixes
Reaching for Petals: VR Edition changes
New features:
Added FXAA, MSAA, and TAA.
Added option to disable AA.
Added a built in super sampling option. From 100% to 200% for super crisp visuals (make sure you have a beefy pc and using reprojection, anything over 110% will have a large performance hit).
Added an overall graphic quality option. This adjusts texture, shadow, and view distance.
Changes:
Fixed a few stuttering issues on Oculus Rift.
General performance improvements.
Known issues:
In chapter 2, the pause menu has a lot of glare. This is an engine bug based on the materials and the lighting used in that level. We're talking to Epic about a fix.
Head direction is still bound to walk direction. We're still working on a movement update.
Chapter 1 and 3 still may drop below ideal framerate on some systems.
Note from Developer:
Hey everyone! I am Christian Ledbetter, lead developer behind Reaching for Petals: VR Edition. Unfortunately, this update took longer to get out than we wanted. I was in the process of moving and just didn't find as much time to work as I would have wanted. Fortunately, I'm moved and settle into my new place now and I'm fully back to work! As you may have seen in the last update, we promised a few features that didn't appear in this update, including decoupled head movement and motion controllers. I just wanted to assure you that these features are still in the works. We appreciate your understanding and feedback! All the best, Christian Ledbetter and all of us at Blue Entropy Studios
Source
Changelog.gg summarizes and formats this update. How we read updates.
