RUNNER is now available as part of the Horizon+ indie games catalogue!
If you’re subscribed, you can grab it now for your #Quest3 ,3s, or even Quest 2!
Our most recent update improved performance across the board, and enabled 90hz mode for Quest 3/3s players.
@Alex_RossVO@vr_rames We completed runner some time ago. Our latest project just released last year :)
Follow us @TruantPixel (here and bsky) for studio announcements and open calls :)
https://t.co/MY9aI9vLyy
L'excellent Runner dispose désormais d'une démo sur PCVR https://t.co/eKWNIkvCAX
@runner_vr
L'occasion de tester la version PCVR en approche d'un titre que j'avais particulièrement apprécié à l'époque (mon test ici https://t.co/dueErKxZNt )
@isomaniac RUNNER’s visuals are highly stylized - putting the game on PC is purely about making it accessible to more players, and granting the higher clarity of resolution and texture the PC allows. The clarity is improved, but that’s the extent of what our intentions for it would be. :)
@ShadowBrandon_ This may actually be a platform / permissions issue. It is possible the app may not have permission to write the new save data to external storage, thus nothing is retained when you leave the app. Conversely, if you have cloud saves enabled, it could be overwriting it.
The RUNNER 1.6 update is now live for #MetaQuest3 and #MetaQuest3s users!
This adds a 90 Hz display support option to the game settings menu!
We’ve migrated the entire game to open GL to allow for better, visual, fidelity, better, stability, and higher performance!
@pekayatt Honestly, the big driver here was stability. We’re not usually obsessed with performance gains if the game is running smoothly, but anything that can interfere with a good user experience has to be dealt with.
@pekayatt Likely related to how it’s being used. Vulkan is especially useful if you’re using specific open XR features to improve performance.
We found during development that those techniques rely on a stationary world, however. In the end, we never used any open XR exclusive features.
@pekayatt This is also likely related to fundamental hardware differences between quest 2 and quest 3.
But ironically, the game uses openGL on other platforms and the art was originally mastered for that API.
The big surprise was, upon moving to OpenGL, we saw a huge perf increase.