Well this was completely unexpected, and a very welcome surprise return for Jon Favreau and Jake Rowell’s Wevr title that seemed to have slipped into oblivion. I had played it again when I got my Valve Index last year but there had been no further updates or information since, like many early Vive demos that are still available but appear dormant in terms of development.
I always had fond memories of the Vive demo from 2016, but 4 years was a long time ago, especially in terms of VR software. So to find a “Venice” preview available at the festival was fantastic, and much more rewarding when I discovered in-headset that it wasn’t an updated Vive demo but something entirely new.
One problem I found with the original Vive demo was the requirement for a big room (to create a big play space) to get its roomscale VR to work properly. Without going into software and moving my playscape, an important trigger event could be just out of reach, often at home I’d find myself trying to flatten my Vive controller against the physical wall to try and reach something.
During the new Venice preview I used free locomotion, shook a fairy (don’t ask!), transferred through portals, paddled down a river on a raft, lowered myself on a rope platform down into a mine, explored a series of tunnels in an illuminating way, attended a meeting of many in a cave and finally released lanterns into the sky. Hundreds of NPC’s roamed about, some singing, many doing their own stuff, with gorgeous detail and animation. Overall an incredibly rich world, which felt like being inside a big budget Hollywood animation movie.
Performance took a hit, with strange microstutters in headset, despite my frame timing not averaging over 9ms/11.1ms (90hz) though the developer graph showed very thin yellow spikes in places. I tried adjusting super resolution without it resolving the issue. Textures seemed muddy and very “2016” in places, yet sharper in other places; close up interaction with NPC’s were richly detailed, longer distances were blurrier.
Something odd was going on, could be compatibility with the Index headset, though I suspect Viveport was not playing nicely with the new Windows update, or with SteamVR. Its not the first time I’ve had problems after installing Viveport, and was glad to uninstall it at the end of the festival.
I’ll need to play the Steam release at the end of this month to see if this problem reoccurs. The recommended specification demonstrates that this title will be perfect for the new wave of Nvidia RTX 3xxx graphics cards as its going to require some serious grunt to run well. For reference I’m using 8086K @ 5.2Ghz / RTX 2080Ti.
- i7-9700K or equivalent
- Memory: 32 GB RAM
- Graphics: Nvidia Geforce GTX 2080 or equivalent
I’m not going to say any more as its better discovered first person in your headset. The full game releases on 23rd September 2020 and promises many hours of gameplay in its rich environment.
“It’s not an exaggeration to say that Gnomes & Goblins is the biggest project Wevr has developed. Where the G&G Preview was a quick introduction to Buddy and his world, a bit like a tasting spoon of ice cream, this all-new, full-featured, multi-hour VR simulation game is like a full pint of your favorite flavor with new interactions and story moments to discover including new characters to meet, forest areas to explore, magical collectibles to discover and a range of open-world gameplay from climbing to paddle boarding to farming and brew-making.”Wevr
Thanks for reading! Rob Cole