Lessons learnt from converting parts of Apex Construct from PSVR to mobile Gear VR
summary
Fast Travel Games and ARM port Apex Construct to Gear VR and prove a console-style VR game can run on mobile by combining content reduction and engine tooling. Port uses sub levels and bucket streaming to control active assets, reduces mesh load from 2.4M to 1.4M triangles (~40%), replaces heavy surface shaders with optimized versions, and cuts draw calls via occlusion and mesh merging. Head tracking uses ARCore-based head tracking with phone cameras and a single controller forces bow mechanics to become shooting; visuals and gameplay remain largely similar in demos.
AI-written summary · about
chapters (8)
- 0:00Introduction and context
- 2:21Apex Construct overview
- 3:52Feasibility of mobile VR
- 7:47Optimizing content for mobile
- 10:20Head tracking implementation
- 11:24Visual and gameplay comparison
- 12:50Future improvements and conclusion
- 14:15Q&A session
related talks
21mPro-tips for Mobile VR Production Workflows
18mExploring cross-platform play between virtual reality and mobile
50mVR Best Practices
34mVirtual Reality with A-Frame
43mFrom 0 to 90: achieving peak performance in multiplatform VR development
37mThe Conquest of Space Happens in Your Pocket
13mVR epiphany
38mC++ for cross-platform VR
