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Oculus Quest 2 Game Development Options

October 13th is the official launch date of the Oculus Quest 2, and with millions of Quests now in gamer’s hands, some are no doubt going to want to figure you how to develop games for them. This is a quick overview of the various different technical options and tools for developing games on the Oculus Quest 2.

The very first thing you are going to want to do is visit the Oculus Quest Developer Portal, the central repository and jumping off point for Oculus VR development. You are also eventually going to have to register to get your developer keys, which are required to deploy your completed game onto a headset. We will cover this in a later tutorial. For now let’s look at some of the options available for Quest 2 game development.

Native Development

Oculus release a set of low level C++ development tools for creating your own game or application basically from scratch. Native development is ultimately Android NDK development and requires Android Studio to be installed, as well as the Oculus Mobile SDK. There are a number of C++ code samples to get you started. Only take this option if you are an experienced coder and want to work at a very low level.

Unity Game Engine

The Unity game engine is perhaps the most commonly used game engine for VR development today. The Quest 2 is fully supported and you get a huge amount of starter content and tutorials to get you going. Oculus have getting started with Unity guides available here.

Unreal Engine

After the Unity game engine, Unreal is probably the next most commonly used game engines for VR development. Like Unity, Oculus have getting started materials for Unreal Engine available as well. If you are having trouble deciding between Unreal and Unity, check out this video comparing the two.

Godot Engine

The open source Godot game engine is another option for Oculus Quest development. There is a Oculus Mobile plugin available here as well as the Quest specific Quest Toolkit for Godot, which ships with tons of examples to get you up and started.

Other Engines

CryEngine can be used for Quest 2 development, as evidence by The Climb. Unfortunately CryEngine mobile and VR support is only available in a private beta currently. Additionally the Lumberyard game engine supports VR development, but currently only desktop platforms. You can run Rift and Vive games on the Quest, but using Lumberyard you can’t currently do native development.

WebVR

One of the easiest and quickest to get up and running is creating browser based VR games that can be run on the Quest 2. Here one of the easiest options is A-Frame where you can create 3D worlds using simple HTML-esque markup. Three.JS is the technology A-Frame is built upon and is another option, while the higher level PlayCanvas game engine has VR support as well.

You can learn more about the Oculus Quest 2 and the development options available in the video below.

[youtube https://www.youtube.com/watch?v=3vM3CaqC_rY?feature=oembed&w=1500&h=844]
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Apple announces iPhone 12, iPhone 12 Mini, and iPhone 12 Pro

The iPhone 12 rumour mill has finally ground to a halt, as Apple has finally announced the hotly-anticipated new model. Unsurprising to no one, 5G is the big ticket feature this time around. Also making a return is the angular, block-y style of the iPhone 5, albeit with the lovely curved edges made popular with the iPhone 6.

The result is arguably the most attractive iPhone yet. It’s also a slightly smaller device than last year’s iPhone 11, thanks to slightly smaller bezels. It’s still not quite as bezel-less as the latest Samsung devices though, and that massive camera and speaker placement at the top is still present. There’s always next year though, right?

Other new features include a stronger screen, which Apple refers to as a “ceramic shield”, that’s more resistant to scratches and breaking, and the Super Retina XDR display first seen in the iPhone 11 Pro back in 2019 makes an appearance in the base models this year. Apple is still banging on about the 5G support as we write this.

Apple also unveiled the new A14 Bionic chip, which, as is no surprise, is the fastest mobile processor yet. Apple riffed off a bunch of tech-speak about why it was so fast, but we didn’t really understand much of it. All you really need to know is that it’s around 50% faster than the nearest competitors, and supports 50% better graphics performance.

Also announced is the iPhone 12 Mini, which, as the name suggests, shrinks the iPhone down into a just over 5″ format, down from the 6″ iPhone 12. Aside from that, it’s an identical phone to the base model.

And, finally, in a move that surprises absolutely no one, Apple has announced the iPhone 12 Pro, and iPhone 12 Pro Max. Much like last year’s models, these focus primarily on providing a powerful series of cameras. The Pro model also includes a new telephoto lens, which is a bit of a beast.

You can watch the livestream below:

[youtube https://www.youtube.com/watch?v=KR0g-1hnQPA?modestbranding=1&rel=0&feature=oembed]

If you’re as interested in iOS games as we are, be sure to see our list of all the Apple Arcade games that are currently available. We also reviewed Apple Arcade’s newest addition, The Survivalists.

Though, if you’re a little more service agnostic, we also have a list of the best iOS games for you to peruse. We hope you enjoy the event!

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Here’s how backwards compatible titles will look on the Xbox Series S and X

Microsoft has spent the past year reminding consumers that its next-gen Xbox Series X and S will be backwards compatibility beasts

We’ve been told how thousands of games from four generations of Xbox consoles will be playable when both consoles launch on November 10, and how those older titles will run natively on the Series X and S “by utilizing the full power of the CPU, GPU, and the SSD.”

That means players will see notable frame rate bumps, load time reductions, and HDR whenever they dip back into an old favorite on the Series X or S, and in a new blog post the company has finally shown how those upgrades will look on screen. 

Detailing the Auto HDR feature, the company explained how it will “enhance the visual quality of an SDR game without changing the original artistic intent.” It also revealed that Auto HDR is implemented by the system so devs won’t have to do any extra legwork to use the feature, which in turn means there’s “absolutely no performance cost to the CPU, GPU or memory and there is no additional latency added.”

The image pasted below shows how Auto HDR will look in practice, showing some obvious changes in visual quality — namely brighter, more vibrant colors that provide extra clarity.

Another image (shown below), showcases how the Heutchy method will be used to run Xbox 360 titles and original Xbox titles that rendered at 720p and 360p respectively to play at 1440p on Xbox Series S and 4K on Xbox Series X. 

Finally, a comparison video highlights how the Xbox Series S can breath new life into select older titles by doubling frame rates. Using Fallout 4 as an example, Microsoft shows how it intends to leverage the extra CPU, GPU, and memory in its new consoles to push game engines forwards and deliver a “buttery smooth experience” beyond the capabilities of its older hardware.

[embedded content] 

For more insights into how backwards compatibility is shaping up on the Xbox Series S and X, check out the full Xbox Wire blog post.

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Unity Launch Game Growth Publishing Program

Unity have just launched a new interesting publishing program for indie game developers that have or are creating free to play mobile games. Essentially Unity are offering to fund the promotional costs of selected games and provide monetization, growth and ad placement support over the lifetime of the game. Of course this comes at a cost and that cost is a 50/50 revenue split, with a scenario described on the Unity blog:

We want to be clear about the terms up front so you can decide if Game Growth is the right program for you. Let’s break down the revenue sharing with an example:

1- An indie developer has a mobile game that makes $3,000/month. They apply to the Game Growth program. Unity spends $100,000/month to acquire new users to the game, retains those users with dedicated live operations support, and grows the game to $130,000/month in revenue.*

2- Unity would first recoup their $100,000 in monthly user acquisition costs, leaving $30,000 in monthly revenue. So the developer and Unity would share that $30,000 equally, giving $15,000 to the developer and $15,000 to Unity.*

*This model would continue throughout the partnership. We’re using this fictitious example to illustrate the revenue sharing model only. The exact investment/revenue amounts will not always be consistent month over month.

One major advantage to this approach over a traditional publisher agreement is you retain all control over your company and your games IP with minimal commitment requirements. If you are interested in applying you can do so in the Unity Dashboard.

In addition to the Unity Growth program, there is also an asset giveaway going on right now. You can get the POLYGON Prototype Pack for free using the code ‘SYNTYSALE2020’, available until October 20th. Additionally Synty assets are currently on sale for 50% off. Both of the above links contain an affiliate code that pays GFS a small commission if you buy anything. You can learn more about the new Unity publishing programming and the assets in the video below.

[youtube https://www.youtube.com/watch?v=9UjDd-bu5qg?feature=oembed&w=1500&h=844]
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Roblox quietly submits draft registration for proposed public offering

Roblox has submitted a draft registration statement for a proposed public offering, effectively confirming it intends to go public.

A Reuters report published earlier this month claimed Roblox, which runs a popular game creation platform (also called Roblox), was working with investment banks to list on the U.S. stock market in 2021.

In a short announcement, the company said it would “commence the public offering following completion of the SEC review process, subject to market and other conditions.”

It also noted that the number of shares of Class A common stock that would be sold along with the price range of the proposed offering haven’t been determined as yet. In the Reuters report, however, it was suggested that going public would double Roblox’s recent $4 billion valuation.

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The weirdest Steam refund messages (& lessons for game devs!)

<!– –> Gamasutra: Simon Carless’s Blog – The weirdest Steam refund messages (& lessons for game devs!)

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For those that don’t know, in order to get your money refunded on Steam, players have to select a category from a dropdown (‘Performance issues’, ‘Not fun’, ‘Other issues’, etc) and make a written comment. And it’s not completely clear to me that players understand that devs can read their comments – but they certainly can.

Many refund comments are legitimate, and definitely worth reading to give you an idea of sentiments around the game or technical issues. But a lot are very ‘the dog ate my homework’-esque, lol.

So, my GameDiscoverCo game discoverability newsletter (free to subscribe!) recently asked devs to go digging around in their Steam user refund comments, to see what amusing things turned up. This was inspired by this Jake Birkett Tweet which surfaced the following refund reason for RPG card battler Ancient Enemy:

Well, thanks to everyone who replied to the GameDiscoverCo Tweet on the topic – here’s some of the best replies. Probably the randomest was this one from Jens Bahr for a player of Awake, cos, uhh, yeah:

Next, here’s one from Alva Majo, whose Golfing Over It with Alva Majo is a kinda popular spoof/enhancement of Getting Over It with Bennett Foddy (it’s meant to be evil):

The folks from great Peggle x RPG mashup Roundguard sent over this one, which just seems to be an existential critique of playing video games:

Then there’s this from ‘I Can’t Believe It’s Not Gambling’, which the dev says “plasters “lootbox simulator” and use a snarky tone like everywhere on the store page”, but:

Finally, if you like the ‘referencing other games’ method for refunding, the Tangle Tower devs sent over this one:

…to which Frog Detective creator Grace Bruxner said ‘owned’, lol. To be fair, I think this was related to a Ludonarracon bundle that had both games in it – but still funny.

And here’s the final, basically default Steam refund reason from Daniel Gubala:

Now we’ve done the silly, here’s the sensible part of this section. Yes, a lot of Steam refund messages are ‘something I thought I had to type in order to get my money back’. A lot of people go through the motions, and don’t really contribute anything that you might usefully use to improve your game.

But there are a few things I would look at. Firstly, just check your overall Steam refund rate, which can vary from 4% to over 20%, in my experience (and averages 8-9%, I believe.)

If yours is above average, are there any themes that stand out? There’s additional (slight) color you can glean on overall gameplay frustrations, if you trudge through enough of these dispiriting messages.

Secondly, ‘casual’ player technical support issues sometimes come out more strongly via refund requests than in reviews or via Discord bug report channels.

For example, one of the games I can see requests for has issues with game controller support. We see those weakly via official channels, but more strongly via refund requests. YMMV, but it’s worth poking around in there.

(A dev reminder if you don’t know how to access it: refund data is on Steamworks Sales & Activations site, click on ‘Steam packages’ – the game’s ‘home’ page – go to ‘Refund Data’ link on the right.)


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