Monthly Archives: November 2015

Oculus Runtime 0.8 Build Released

It’s high time to bring the Oculus build up to date, as the previous on was no longer able to run on new Oculus Runtimes. If you’ve been itching to fly v3.5 in VR, now’s your chance!


 

This build is based on a test version of v3.5.1, which contains some graphics changes, added environment props, and modified third person camera behaviour.

The build is currently still separate from the regular builds, but we are getting closer to a situation in which VR mode can be switched while the game is running.

For the time being Oculus builds will also be Windows only. It’s a shame, but Oculus are apparently only focusing on a single platform for now. Chances are the next build will be based on Steam’s VR library so the game can be played on the HTC Vive as well.

Here are the prerequisites:

Here’s how to get the build:

  1. Start Steam
  2. Go to your game library
  3. Right click Volo Airsport, go to Properties
  4. Go to Betas, and select the oculus branch.

Steam will now download and install a variant of the game which runs on the Rift.

(Note: If you bought the game on Itch.io you can also find the build there.)

Potential snags:

  • On some systems the game will be confused about which GPU to run on. If your game hangs on the loading screen check out this forum thread for workarounds.
  • Ensure the Oculus Rift is reported as fully connected in the Oculus Runtime Configuration Utility. I’ve had many cases where it lost connenction, after which the game refuses to boot properly. Just replug the Rift’s cables if this happens.
  • Certain settings are pretty awful for VR. High quality shadows and extreme quality trees can really dip your framerate, for example.
  • Shadows can glitch out sometimes at noon, so I suggest fixing the time at sun-up/sunset
  • Fresnel effect in shadowed areas sometimes disappears for right eye camera. I believe this is due to an internal Unity bug.

Right, you’re probably wondering where multiplayer’s at! It’s progressing at a good pace, but because we’ve decided to roll out own networking layer instead of using off-the-shelf technology it’s taking sweet time. More in-depth development news soon!