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How Skydance devs straddled the massive performance gap between Meta Quest and PSVR 2 | Shawn Kittelsen interview


Join our daily and weekly newsletters for the latest updates and exclusive content on industry-leading AI coverage. Learn More Shawn Kittelsen of Skydance Interactive knows there are a lot of tradeoffs between performance and graphics fidelity in making good virtual reality games. Last December, Skydance released its Behemoth game, where players immerse themselves in VR to battle […]

Shawn Kittelsen of Skydance Interactive knows there are a lot of tradeoffs between performance and graphics fidelity in making good virtual reality games. Realistic weight, physics, and interactions create a sense of immersion that feels both natural and heightened in all facets of the game: combat, traversal, puzzle-solving, and more. It’s very important to not peg everyone on one title, but have a variety of work happening in the shop at various stages of development, so you don’t just walk off a cliff at the end of the game.

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