Eagle Flight VR Paris landscape. How they do that!?!?

Anyone know how they achieved such incredible buildings and landscape used in the Oculus VR game Eagle Flight?

Even at high altitude in the game the city of Paris looks amazing. That doesn’t seem even possible with Unity given the huge number of polys they “seem” to show.

Here is a link to game play …

Good art and the usual suspects, LODs/culling/batching/etc. The buildings and lod trees aren’t aren’t very high poly. Also bear in mind VR rigs are typically very high end machines.

Totally doable in Unity, in fact check out @brilliantgames work on massive armies, I find that much more impressive in terms of scale:

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Not sure if you knew but Eagle Flight VR is made with Unity; so it is definitely possible to achieve. :smile:

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I can’t watch VR-based videos for more than a few seconds… too much camera/head movement and shaking for my poor eyes to handle :frowning:

That Epic Battle Simulator looks… EPIC.

GDC talk on developing Eagle Flight → Full Speed Flying in VR! The R&D Behind 'Eagle Flight'

Edit: Fascinating talk on VR no info on the landscape.

Probably just good use of occlusion culling and LOD’ing.

Although suspect there is a good skybox or skybox system for distant vistas.

Also there are instance shaders in Unity now which are great for repeating elements.

Normally movement in VR disorients me as well, but the way that Eagle Flight has a beak as a way to “ground” you when you’re playing helps a ton. I’ve played it for a few hours without any issue.

If you look up close to a lot of the geometry, the fact that it is so heavily stylized allows for them to save a lot of details / poly. But as @Andy-Touch said it’s definitely achievable since it’s MWU.

@Buhlaine I mean watching youtube videos where people capture their VR-gameplay… that stuff is the pits. Gives me an instant headache. Youtube is obviously not the right platform for sharing VR experiences like that.

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