VROOM: Galleon
VROOM: Galleon 0.96
Version Date
April 5, 2016
Patch Notes
v0.96: Now Compatible with Oculus Runtime v1.3!
I'm excited to announce that VROOM: Galleon is now compatible with the consumer version of the Oculus Rift!
It was a fair amount of work getting such a complex and graphically-intense experience running at 90fps and higher resolution, but I think you'll be pleased with the results.
I do still plan to add HTC Vive support but am awaiting my order delivery.
v0.96 changes:
- Updated for use with the consumer version of the Oculus Rift and runtime v1.3
- Upgraded to a newer version of Unity (v5.4.0) that has fixed ocean reflections during camera rotation and improved interior lighting.
- Improved ocean rendering.
- Added an Xbox Controller to intro screen because Oculus shipped with one.
- Many performance improvements to support higher resolution and framerate demands of the consumer Rift.
- Jumping as a seagull always results in flight, and occurs immediately upon use of the seagull.
- Foam trails now stop drawing when time has stopped.
- Colliding with moving Aztec figure is no longer possible, and leaving the hold no longer causes it to reset.
- Bucket water changed to a simpler material for faster rendering.
- Fixed a telescope orientation issue, and you may now recenter while inside telescope.
- Removed MSAA as it wasn't worth the overhead now that resolution is higher.
- Fixed several object UVs (mattress, ropes, sailcloth, etc.)
- Fixed reflection culling issue when camera is low in the water.
- Graphics quality now adjusts ocean quality as well.
- Reduced time spent drunk. :)
- Better gem shader.
- Skymap, sun position, and wind direction now change upon traveling.