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Speaking of graphics, The Climb 2 – which I played on Oculus Quest 2 but is also available on the original Quest – offers a significant leap in graphical quality over its predecessor on the same system. It all looks fantastic, and the constant change in backdrop keeps things feeling fresh and interesting throughout. Later, you climb through mountainous crevasces while evading feral wolves, then you’re leaping between hanging baggage containers, and even climbing up the side of a giant wind turbine. For example, one of the early levels in the City area has you climbing along the outsides of skyscrapers in broad daylight, whereas the next level starkly contrasts that by having you jump between moving elevators with gorgeous city lights glimmering across the horizon at night. Each level, even within the same zone, has a completely different backdrop and art style, and map layouts are all notably different from what came before. “What makes it work is that there’s a refreshing amount of diversity. Thankfully, it does away with the original’s arbitrary level-gating system that felt entirely out of place and limited your ability to explore early on. Once you get through its brief tutorial, you’re allowed to swing (pun intended) between any of its five main zones, and within each of those are three different levels that unlock as you beat the last one. And even though climbing sounds pretty basic on its own, the simulated sensation of dizzying heights makes the tension feel real – and The Climb 2 comes with a bump in graphics that shows off what the Oculus Quest 2 can really do when it’s running on all cylinders.Things start off pretty simple. This is developer Crytek’s second iteration on the idea of scaling large, vertical obstacles, and it’s a major improvement over the original Oculus Rift launch game in terms of controls and level design. Titles that do a handful of things well are a much easier lift - developers will presumably build on these concepts as time goes by and the rules for VR worlds are hammered out.Climbing is one of those things that works really well in VR with motion controls, but rarely gets more than a moment to shine.
#The climb vr how to full
Creating AAA titles that allow for the full range of traditional player activities is going to be quite challenging. Games like The Climb, which focus on delivering an excellent VR simulation while doing a handful of specific tasks is the kind of content we expect to see a lot of in 2016-2017.
#The climb vr how to software
Both NV and AMD have their own multi-GPU VR software suites (GameWorks VR and LiquidVR, respectively), and we’ve seen some VR demos running on AMD multi-GPU configurations, but we want to see shipping software and implementation before we recommend going the multi-GPU route. I wouldn’t count on multi-GPU configurations to offer huge performance gains over single cards at this stage of the game we simply don’t know enough about how well such configurations will work to have much to say about them. These are at the bottom of what Oculus recommends, but it’ll get you in the ballpark. If you can’t afford to go Fury or Fury X, I’d pick up one of AMD’s 8GB GPUs like the R9 390 or R9 390X. The 4GB frame buffer on those two cards shouldn’t be an issue for the Oculus Rift’s resolution. If you’re an AMD fan, I’d buy a Fury or Fury X, if at all possible. If you’re wanting Team Green, I’d buy a GTX 980 or better. Oculus specifies a GTX 970 minimum target, but that card has some issues related to its 3.5GB+512MB frame buffer configuration. In that case, I’d buy as much GPU as you can afford. Even if the Oculus Rift debuts before either AMD or NV launch new GPUs, I’d still wait. And when it comes to maintaining that 90 FPS target, or having enough headroom to spring for future VR headsets with higher-resolution displays, I’d wait. AMD and NV may be able to build wider GPUs this time out, though the fact that modern 14nm processes use a hybrid 20/14nm approach will limit this somewhat.Įven so, it’s not unreasonable to think top-end GPUs in 4-6 months will be 20-40% faster than current hardware. Both AMD and Nvidia are planning to launch new architectures in 2016, and while I can’t quote you exact specifications or performance yet, we know the general 14nm plan is to offer substantially reduced power consumption at the same performance, or a modest 20-35% uplift in performance at the same power. My advice probably won’t make AMD or Nvidia very happy, but if you’re serious about jumping to VR and you want a system that’s going to last you a while, I wouldn’t be lining up to buy a new GPU just now.