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Steam News5 April 201610y ago

v0.96: Now Compatible with Oculus Runtime v1.3!

I'm excited to announce that VROOM: Galleon is now compatible with the consumer version of the Oculus Rift!

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Full VROOM: Galleon update

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What changed

1 fix0 additions0 changes0 removals
  • Performance
fixedI'm excited to announce that VROOM: Galleon is now compatible with the consumer version of the Oculus Rift! It was a fair amount of work getting such a complex and graphically-intense experience running at 90fps and higher resolution, but I think you'll be pleased with the results. I do still plan to add HTC Vive support but am awaiting my order delivery. v0.96 changes: - Updated for use with the consumer version of the Oculus Rift and runtime v1.3 - Upgraded to a newer version of Unity (v5.4.0) that has fixed ocean reflections during camera rotation and improved interior lighting. - Improved ocean rendering. - Added an Xbox Controller to intro screen because Oculus shipped with one. - Many performance improvements to support higher resolution and framerate demands of the consumer Rift. - Jumping as a seagull always results in flight, and occurs immediately upon use of the seagull. - Foam trails now stop drawing when time has stopped. - Colliding with moving Aztec figure is no longer possible, and leaving the hold no longer causes it to reset. - Bucket water changed to a simpler material for faster rendering. - Fixed a telescope orientation issue, and you may now recenter while inside telescope. - Removed MSAA as it wasn't worth the overhead now that resolution is higher. - Fixed several object UVs (mattress, ropes, sailcloth, etc.) - Fixed reflection culling issue when camera is low in the water. - Graphics quality now adjusts ocean quality as well. - Reduced time spent drunk. :) - Better gem shader. - Skymap, sun position, and wind direction now change upon traveling.

VROOM: Galleon changes

fixedI'm excited to announce that VROOM: Galleon is now compatible with the consumer version of the Oculus Rift! It was a fair amount of work getting such a complex and graphically-intense experience running at 90fps and higher resolution, but I think you'll be pleased with the results. I do still plan to add HTC Vive support but am awaiting my order delivery. v0.96 changes: - Updated for use with the consumer version of the Oculus Rift and runtime v1.3 - Upgraded to a newer version of Unity (v5.4.0) that has fixed ocean reflections during camera rotation and improved interior lighting. - Improved ocean rendering. - Added an Xbox Controller to intro screen because Oculus shipped with one. - Many performance improvements to support higher resolution and framerate demands of the consumer Rift. - Jumping as a seagull always results in flight, and occurs immediately upon use of the seagull. - Foam trails now stop drawing when time has stopped. - Colliding with moving Aztec figure is no longer possible, and leaving the hold no longer causes it to reset. - Bucket water changed to a simpler material for faster rendering. - Fixed a telescope orientation issue, and you may now recenter while inside telescope. - Removed MSAA as it wasn't worth the overhead now that resolution is higher. - Fixed several object UVs (mattress, ropes, sailcloth, etc.) - Fixed reflection culling issue when camera is low in the water. - Graphics quality now adjusts ocean quality as well. - Reduced time spent drunk. :) - Better gem shader. - Skymap, sun position, and wind direction now change upon traveling.

I'm excited to announce that VROOM: Galleon is now compatible with the consumer version of the Oculus Rift! It was a fair amount of work getting such a complex and graphically-intense experience running at 90fps and higher resolution, but I think you'll be pleased with the results. I do still plan to add HTC Vive support but am awaiting my order delivery. v0.96 changes: - Updated for use with the consumer version of the Oculus Rift and runtime v1.3 - Upgraded to a newer version of Unity (v5.4.0) that has fixed ocean reflections during camera rotation and improved interior lighting. - Improved ocean rendering. - Added an Xbox Controller to intro screen because Oculus shipped with one. - Many performance improvements to support higher resolution and framerate demands of the consumer Rift. - Jumping as a seagull always results in flight, and occurs immediately upon use of the seagull. - Foam trails now stop drawing when time has stopped. - Colliding with moving Aztec figure is no longer possible, and leaving the hold no longer causes it to reset. - Bucket water changed to a simpler material for faster rendering. - Fixed a telescope orientation issue, and you may now recenter while inside telescope. - Removed MSAA as it wasn't worth the overhead now that resolution is higher. - Fixed several object UVs (mattress, ropes, sailcloth, etc.) - Fixed reflection culling issue when camera is low in the water. - Graphics quality now adjusts ocean quality as well. - Reduced time spent drunk. :) - Better gem shader. - Skymap, sun position, and wind direction now change upon traveling.

Source

Steam News / 5 April 2016

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