![]() Close Chrome (including background processes).Close any unnecessary background programs.Let's combine our tribal knowledge into a list of "things to try" if your PC is VR Ready, but your performance is VR-ugly! I've seen several posts from people on here that have VR-capable rigs that are having the same hiccups and stutters as I am. I'm working with Owlchemy Labs on troubleshooting, but that hasn't stopped me from trying to determine how to fix it on my own! Per-core CPU usage is below max, GPU is about 50% loaded. This story originally appeared on 've been struggling getting my Vive to run cleanly in Unity games from Job Simulator, to Fantastic Contraption, to Final Approach. Vacation Simulator is slated for a release later this year in 2018 for PSVR, Oculus Rift, and HTC Vive. If it were just this beach environment I’d come away a bit underwhelmed, but as it turns out there are several multi-zone environments for you to relax and vacation with in the final release. The developers told me that this is by far their largest game and it definitely shows. But luckily it seems that Owlchemy is iterating on the concept in some pretty interesting ways. To be perfectly frank, when I saw the announcement late last year I was getting a sense of burnout that this would just be more of the same. Overall, Vacation Simulator is a much more robust sequel than I expected. ![]() At GDC, Owlchemy was even printing out the selfies people took for them to take with them: Inside the shack there’s a list of activities for me to try and complete, like taking a selfie in the water, which naturally piques my interest. Over at the other pool of water near the beach shack there’s a bot that challenges me to a round of Sportball in which I must throw a soccer ball into the net behind him without it getting blocked. While I don’t get to scoop the sand and compact it (that’d be awesome if that were a feature) I can place the individual block and components onto a board to try and replicate a specific design. ![]() ![]() The zone behind me is a sand castle building station, which reminded me of beach vacation trips as a kid. When I reach down and duck my head under water my vision starts to blur and the sound gets distorted, just as it would if you were actually underwater. When I reach behind my head on my back I can grab a backpack with an open inventory inside to store things like sand dollars for later use. ![]() On the sea floor beneath me I can spot some sand dollars, shells, and a few other objects. Several floaties, a beach ball, and a soccer ball are all bobbing around me, reacting to the wave movements. I was immediately drawn to the pool beneath the waterfall. There are different small zones, like a sand castle station, a pool beneath a waterfall, the beach shack, and a couple others that you can navigate to by pointing and clicking. Instead of being restricted to a single zone like the jobs in Job Simulator, the layout is more akin to Rick and Morty VR’s garage. What strikes me as most impressive though with Vacation Simulator, as hinted earlier, is just how large and explorable the levels appear to be. My demo was on the upcoming Vive Pro headset, so everything was even crisper than I’m typically used to. Because of how bright and colorful the visuals are, it’s nearly impossible to do without a smile on my face. For example, to start a dialog with an NPC I just wave my hand at them to get their attention. ![]()
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