I've been very busy building the next release of Community Garden. The first release to Steam Early Access allowed me to test the viability of Improbable SpatialOS on a small scale with virtual reality. The next release takes Community Garden to the next level by increasing the world size exponentially, giving player's ability to customize their avatar and providing a starter home to player's in the metaverse. There are still some bugs to squash before I push this release to Steam but in the mean time check out the new trailer.
I'm super excited to announce that I have a new member of Pixelshot Games: Jennifer Reyes! She's been helping out with Community Garden by adding procedural generation to expand the city limits. Now that she's working on VR development with me, we had to get her a headset of her own.
Room Scale without External Sensors
The most impressive part about Windows Mixed Reality is the ability for the headset to support room scale without the need for any external sensors. The headset does all the tracking. The only thing you need to have room scale VR experience is the headset and two controllers which are included in your purchase. This is amazing for a number of reasons:
- No external sensors to mount or setup.
- Transporting your headset and controllers is so much easier. This means you can do virtual reality development on the go.
Low PC Requirements
The second thing that really impressed me was the low hardware specifications needed to run the headset. Basic functionality is supported with the following hardware:
- Intel Core i5 7200U
- 8 GB RAM
- Integrated Intel® HD Graphics 620 or NVIDIA MX150/965M
- Windows 10
This means most modern laptops can at least run some of the VR content available for the headset. Of course, other more graphic intensive applications require higher powered hardware. Community Garden, for example, requires a Nvidia 1060 or higher for the HTC Vive or Oculus Rift but I was able to run it on a Nvidia 1050Ti when using a Windows Mixed Reality headset. This is a huge plus since it will allow for more people to experience virtual reality.
The screen quality is very high. I was impressed with the clarity of the display and didn't notice much if any screen dooring. I would need to see a Oculus Rift again to compare, but I would say it's the best display I've seen to date. This is even more impressive considering the low price tag.
Easy Setup Process
The last thing that really impressed me was the setup process. Installing the updates to the new laptop to support Windows Mixed Reality was the only step in the process that took a long time. Once the update was complete, the installation and setup of the headset and controllers took minutes.
My time with Windows Mixed Reality has been short but I'm impressed with what it has to offer. This headset would be a good entry for anyone thinking of trying out virtual reality. I will need more time to see if the headset holds up but so far so good.
Last year, I began the journey to create MetaWorld. Being one of the first developers to use SpatialOS and being the first using it for virtual reality was a huge challenge. Documentation was sparse and Improbable was tied up growing their company. After a 3-4 months we had something to show to the world. The response was good, people who tried MetaWorld really connected with the world.
Unfortunately, after the press showing, I ran into a number of issues with SpatialOS due to required version upgrades and bugs with SpatialOS itself. Improbable was busy with other things so they were unable to help. I slowly worked through some of the problems but progress was slow. I started to feel that making a massive VR experience wasn't going to be possible. At our current trajectory it would just take too long.
I still wanted to create something that allowed people to be able to visit a living world together from around the globe. To get there we would need more support from Improbable and a much bigger team. Funding efforts weren't going well because investors wanted to see more before investing. The time required for one developer/game designer and a designer to create what we need would just take too long, we needed more help which costs money. This became a contention point between me and my business partner. Eventually I just didn't see a future in continuing the way we were. I decided to stop working on MetaWorld and focus on a new title called Community Garden. Community Garden would start small to prove the viability of building persistent VR worlds in SpatialOS.
I was surprised when I found out my partner had started an IndieGoGo fund. To avoid confusion, I wanted to make it clear that I'm not currently working on MetaWorld and I don't know how my partner plans to deliver on the promise of the fund. If you plan on donating to the IndieGoGo fund, please note that none of the work I produced for the MetaWorld you see in videos like the one above is what will be delivered.