What type of music do you enjoy most in rhythm games?
Do you prefer playing songs you already know, or is the rhythm and music flow more important even if the music is unfamiliar or not popular?
Do you prefer playing songs you already know, or is the rhythm and music flow more important even if the music is unfamiliar or not popular?
My background is mostly leading dev teams and doing head of technology work for startups, but recently my team and I went very deep into VR runtime stuff because we got tired of the gap between webxr capabilities and supported browsers performance (Mainly Wolvic and Meta Browser).
We ended up building a custom runtime that packages webxr projects directly into native APKs for Meta OS. The original idea sounded kind of stupid honestly. We basically took Chromium’s webxr stack, mixed in parts of Wolvic’s XR optimizations, then started removing browser features until it barely resembled a browser anymore.
We stripped all tabs, navigation, browser UI layer. Just the must have pieces needed to execute the webxr code.
The promising part is we still have a big room for improvement if we dig deeper in the browser sandboxed features. Browsers are designed around process isolation and security layers are everywhere, which obviously makes sense for the internet. But for embedded VR games packaged locally, a lot of that can be stripped out
Right now we’re getting a pretty stable 90+ FPS on quest 3 with content that struggled a lot inside the default meta browser.
To stress test it properly, we used one of our own projects. It’s basically a VR rhythm game with nunchaku mechanics, and managed to make it very smooth with a bit of pooling and memory usage optimization.
I honestly still don’t know how far this approach scales long term, especially once bigger projects start depending on more browser functionality again. But the early hardware results have been surprisingly solid.
Curious what other people think about this direction. Does using an optimized Chromium-based runtime to deploy webxr as native APKs sound reasonable to you, or are we walking into some obvious architectural mistake?
Hey everyone, thanks for the feedback on the Neon Chuck Early Access trailer. It's been great reading through it all, and a few artists even reached out to us which is great.
We want to clear up some questions about our AI workflow. since a few comments got the wrong idea.
We hate low effort AI slop as much as anyone here. We are a real team of real people and we definitely against using AI to replace anyone. It is strictly a pipeline tool.
Getting a VR game to actually feel good to play and hold a strict 90 FPS on low end hardware is hard. That takes human problem solving. We use AI agents to accelerate non human coding workflows. This helps us minimize the initial development issues so we can get a playable build to you guys faster for real feedback and build the game accordingly.
Keep the feedback coming. We are reading all of it and working on the next update.
As a heavy Beat Saber player, I always felt that a nunchuck style VR game could be really satisfying to play.
So I decided to test the idea and made Neon Chuck.
For me, it proved that the concept works, but I still think there’s a lot of room for improvement and ways to make the combat feel even better.
Interested in hearing what VR players think after watching the trailer.