#VR support

1 messages · Page 1 of 1 (latest)

inland gulch
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Will this ever be a thing?

mint wave
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Tbh the devs shouldn't focus on it, this game is literally in early access. It's not worth it considering that not everyone has a VR headset and that it's a custom engine so I don't know that it will be that easy.

wintry marlin
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I don't think it would run really well on most hardware anyways since this game has full RT, something such as the Quest 3 has a resolution of 2064x2208... and my laptop jumps a solid 30 frames from 1080p to 1440p. We could see a mod for that sometime soon, and that would certainly look beautiful, but actual in-game support is likely only coming in the far future
would be nice if we could export our builds as STLs and use some kind of software to view it in VR, you could probably also move it to Unity and upload to VRC or something

inland gulch
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true true, but I just wanted to know if this was even a thing they would ever add to the game

hushed pendant
inland gulch
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lmfao

maiden olive
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ong lol

maiden olive
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archean is already insanely demandind, vr? Ur gonna need a supercomputer

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sli 5090's

wintry marlin
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i mean, if you don't have many builds, and they're not large and all your settings are turned down the game runs pretty smooth

inland gulch
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I still dont get how it is an issue, just half the resolution and cast to it, or am I missing something XD

wintry marlin
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especially underwater light effects, those things kill my system

maiden olive
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plus i use like 10 trillion lights on my builds and reflective paint

wintry marlin
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i like how peripheral vision being black and white (rods) indicates that we're born with integrated foveated rendering

ionic depot
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Vr = virtual reality

wintry marlin
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Brain explosion

hushed pendant
# inland gulch I still dont get how it is an issue, just half the resolution and cast to it, or...

It doesn't work like that. In VR, it’s not just one frame per eye — there’s also a control frame (usually rendered on your PC), so the system is actually generating three frames at once.

Now, consider the resolution impact. Archean already runs its ray tracing pipeline at a very low base resolution — roughly 300×300 pixels — and then relies on RTX upscaling and AI reconstruction to achieve a higher‑resolution output. That’s why the image looks grainy at first until the ray tracing buffers converge, and why effects like eclipses showed so much noise.

If you tried to split that into VR, you’d be looking at about 100×100 pixels per eye before upscaling. That’s a massive reduction — close to 90% less resolution per eye compared to the already constrained baseline.

And VR doesn’t forgive low resolution. Because everything is magnified and “closer,” a single pixel that’s barely noticeable on a 4K monitor can look the size of an airplane in a headset. That’s why VR typically demands higher, not lower, resolution to maintain clarity.

So realistically, asking Archean to run in VR right now isn’t feasible. Even if you could force your hardware to attempt it, the computational load would be extreme — your system would be overwhelmed.