@968d22da@e12630d3 pretty much every engine that targets steam uses openvr on the backend, so vr suport should be fairly identical to anything implementing it. ( for the big names Unity/Unreal/Godot/Cryengine and lumberyard all use it as the backend)
https://github.com/ValveSoftware/openvr/wiki/API-Documentation
Support for other api's like the Oculus proprietary one is going to vary a lot more though.
@aea3822c bonus points when a game has artwork with less detail than the sega genesis, (and it's glorious 320x224, 64 colors) yet is running at 4k resolution, 32bpp for absolutely no reason and managing to run poorly on a gf4090.
@aea3822c honestly i see stuff like that and it just strikes me as lazy, why not make a font consistent with the resolution and style of your game? I'm no artist but even I can whip out a good looking pixel font at this kind of resolution in like...an hour. It's the UI, something players will ALWAYS see! Plus it means the game is running at a FAR higher resolution than the artwork is unnecessarily, so I expect to see other weirdness from that. (scaling and translation artifacts)
Notes by 7a40d836 | export