Challenges in VR Development of G2A Land

10/09/2015
G2A.COM has invested over 20 million Euros over the past two years into research, development and establishing new technologies.

G2A.COM has invested over 20 million Euros over the past two years into research, development and establishing new technologies. The G2A.COM team of top Virtual Reality (VR), artists and inventors created G2A Land – a Virtual Reality ‘experience’ that is obtaining rave reviews amongst VR bloggers. Each step in the process brought new challenges but through perseverance, over 12 months, the G2A Oculus team led by Marcin Kryszpin plan to launch G2A Land in Q1 2016.

During the research and work on G2A Land, the team developed new techniques that were global firsts in the field of virtual reality. Marcin said: “When we started the G2A Land project it seemed that distant landscapes would be something that we believed viewers would find awesome. We were prepared to develop a big, virtual, open world rather like Skyrim. We tested our findings because we wanted to know what viewers thought. It turned out that objects and views which are closer are more interesting for users.” He added: “We moved away from mountainous landscapes to create an adventurous land with close up details. This turned out to be better idea; more visually stimulating.”
Another team member, designer, Kamil Bujnicki said: “We were looking for amusements to give as much fun and emotions as possible for our users. Dramatic experiences that showcase the possibilities of Virtual Reality adventures.”

The G2A Oculus Team had to improvise when designing the interface because when players are using an Oculus headset, they can move freely. There are no restrictions as in a 2D interface (video games which allow developers to see the same views as a player does), and, in a sense, thereby control what will be seen. In G2A Land, the user is free and developers can’t predict, where the viewer will go, or what they will look at. There is also the possibility for users to have simultaneous, optional multi views.
The inventors thought about using HUB creations but it seemed not to fit the G2A Land design style. As a team they realized many aspects of why the interface was difficult to create. Speaking at the G2A Oculus department recently, Marcin commented: “It was a journey of discovery with many challenges along the way.” He added: “we continue to experiment in order to create something luxurious and friendly for all players.”

The G2A Oculus team said that one of the biggest challenges was the optimization. The full 3D Virtual Reality needed really high computing power and a stable 90 frames per second (FPS). This caused some restriction in the graphics, which had to be optimized and that in turn brought about the stylized graphics used in G2A Land. Virtual Reality is a fast developing technology, which is why the G2A Oculus team believe that graphics will soon be far more evolved and there will be less restrictions as to what can be accomplished.

G2A developers worked on several different engines: Cry Engine, Unity Engine, Virtools Engine, and Chrome Engine. While developing G2A Land, the decision was made to use the Unreal Engine because of its possibilities and potential to allow the team to create full spectrums of the products from simple to complex AAA projects for consoles.

Even this decision had its limitations because the Unreal Engine is still under development so the applications demanded considerable flexibility from the talented G2A Oculus Team.
The G2A Oculus team are now aiming for full development and there are new updates that will take time to implement but work has started on this goal. Overall the evolution of software combined with innovative G2A Oculus technology are on a great journey to impress viewers and gamers alike - that journey started with G2A Land.

Authors: KS/JP
Copyright: All Rights Reserved. G2A.COM GPR Dept. 2015 ©