MAGE makes use of a totally customized engine to drive 120 FPS physics with dynamic shadows and “a whole bunch of excessive constancy dynamic props” on Quest 3 & Quest 3S.
The overwhelming majority of standalone VR video games use Unity, Unreal Engine, or Godot. Whereas these engines considerably scale back the time, effort, and experience wanted to make a recreation, their generalized scope could make it troublesome for builders to squeeze out the absolute best efficiency.
“We really feel that no recreation has actually taken benefit of the ability of standalone VR {hardware}. Nothing ruins our immersion greater than laggy video games barely hitting 72Hz, with blurry visuals, and spongey physics,” Charlie Shenton, the engine programmer for MAGE tells UploadVR.
To really make the most of the XR2 Gen 2 chipset in Meta’s newest headsets, Shenton constructed his personal engine and physics solver, particularly designed for standalone VR. “No Godot/Unity/Unreal, simply Micron, our in-house engine,” he explains.
He says MAGE has “zero lag or loading screens” and runs at 120 FPS regardless of that includes dynamic lighting, shadows, magic results, a comparatively excessive render decision, and “a whole bunch of excessive constancy dynamic physics props”.
Additional, he says his Micron engine can construct, bundle, and deploy to Quest in simply 10 seconds, enabling a a lot quicker iteration time than present engines.
MAGE is obtainable in early entry on Quest for $20. The sport at the moment offers you 12 spells to play with, along with “explosive combos” attainable when dual-wielding magic.
Between now and full launch, Shenton claims his physics solver will “change into many occasions as highly effective as it’s now”, enabling much more dynamic physics objects to work together without delay.