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PAX Aus Final Stage, Completed! Update Roadmap notes.

Hi team,
Now that the dust has settled from the overwhelming event that is PAX, I can start to look at the game again and get some issues taken care of. First of all, the convention!

Vector 36 had an amazing turnout of people who had cued up for upwards of 30 minutes to give it a try! We had oculus running at full tilt and 0 nausea fatalities. Thanks to those that came out, those who bought the game, those that won the competition, and to my booth minions. I will post some photos on the news page shortly of the booth and winners.

Now, more importantly, feedback and roadmaps:
I have been watching the online discussions and will be tackling some of the more prominent issues this week.

  1. Resolution settings for high-spec machines. This is a persistant bug that will either not allow any resolution setting higher than 720p, crashes on resolution override, or crashes when using the Oculus. It has been the most apparent on high spec machines and 4K displays, but I have been tracing the issue down to possibly just being Windows 10 compatability with Unity. I will hope to have this sorted for good by the end of the week.
  2. Laps numbering wrong from Sprint /Circuit. Something that popped up while creating a build for PAX. Also a quick fix.
  3. Sometimes players will cross the finish line in a position that is changed moments after if other bots cross the line nearly at the same time.
  4. Crashes when going back to the Garage.
  5. Very slow framerates on high spec machines. (Weird!)
  6. Practice mode requested and in development.
  7. Skimmer revision history requested and in development.

The most common sources for most of these problems are either Oculus Runtime issues, Windows 10, multiple monitors or Graphics Card Drivers.

Please make sure you are using the latest Runtimes and VR specific Beta drivers for your graphics cards. If you have serious stuttering in a high spec machine, try unplugging the video cables to monitors you arent using. I dont know why this works, but it does for me.

Most of the technology used within Vector is just coming out now. Between Win10, Oculus, and Unity, we have a maelstrom of new and untested code interoperability.

Thanks again for your support and patience. Some big changes are coming to Vector 36 soon, so keep watching this space.

-Ryan