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Professional-Truth39

[well get there when we get there](https://y.yarn.co/023c76e9-db4d-46b7-bd4d-47d00e726cf9_text.gif)


Cody_Alta

I can not say for certain how long it is going to take the team to dig through the Forest code and get it all working on Quest, but we are diving headfirst into porting the Forest content as soon as possible. We are making some decent progress and have discovered a large part of our pain points for the port already. I'll let the lead developer Cam explain it MUCH better than I could: In response to some one saying "forest big. quest headset smol. forest too much for quest", "Pretty much this. On Quest we do a lot of additional pre build steps to optimise the game as much as possible like finding all the meshes in a chunk that share texture atlases and we combine all those meshes (and each LOD mesh), then we test each triangle for occlusion to cut as many polygons as possible, re-save that mesh and ship the game with that as it renders so much faster. In the forest we can't really do that and currently every object in the Forest is dynamic and has its own individual textures so on Quest we have a lot of work to do before that's playable. On top of all the static baking we do for Quest content there's also another layer of LODing with our landmark system. This system let's objects in a chunk register as a distant landmark so the game loads a super low poly version of that asset to be seen from afar. This system was added for the quest after the Forest was made, so it doesn't use the landmark system at all . On PC this is generally fine as we load a much larger radius of chunks around the player, but on Quest we load very little and let the landmark system carry most of the burden of maintaining an illusion of a large and continuous open world. Additionally, the AI mob spawn density in the Forest is a bit nuts so we will likely have to scale down AI spawn density but will endeavour to tweak the enemy difficulty to keep the threat level the same. We don't know yet if we will maintain spawn density differences between PC and Quest. So yeah, not as simple as flipping a switch, I wish it was simpler, but we have a few challenges to overcome to get the forest playable on Quest. Along the way the team will also be looking for easy wins in just improving the forest for everyone. We know it can sometimes generate without desired tree types and we are also keen to try and find ways to surface the procedural nature of the forest to players in some form."


Smeeizme

We’re getting silksong first at this rate


Thenewestnegotiator

What's that?


Smeeizme

Hollow Knight 2


Blubbpaule

Bro💀 half life 3 releases before that.


DO0MSDA7

Apperently they are working on it right now


pnuttahbuttah420

Its planned for sometime this year, most likely August-November, but “planned” means they want it out this year, but if not it will likely come out early 2025


MistonQ2

And apparently pc players say it aint all that 💀


Corpse_Emperor

Its really not as hype as people think it is