From there, it feels really good and then there was a few things we had to work on, like the original Doom 3 had a lot of strobing lights and that’s not good for VR because you are right in there. ![]() It has this modern feel to it but yet this nostalgia of the style of graphics and the style of creatures and stuff from the original Doom. You play the game, it’s super solid frame rates, 60 frames across. Luckily enough, we uprezzed the environments, we uprezzed the weapons, we uprezzed all the UI and stuff. So we’re able to bring the engine forward to update it, but like our team had a lot of Doom 3 fans, particularly, and there’s a group of us actually that were motors in an era of this. Thain: First off, it was an advantage in the sense that games built back in 2004 were a lot less complicated rendering wise than they are now. UploadVR: Can you talk a little bit about getting the lighting and all that, adapting it for VR, just right? How important is that sort of creepy atmosphere in a VR game like DOOM 3? As you said, it’s a slower-paced game, more horror-style than the others-I imagine it really helps amplify things tremendously. So I think people will be really happy with that addition. We modified the weapons for those that either we had to put a flashlight on it, or we just keep it on your shoulder or it’s on your head where your aim and for VR is particularly good because with Doom 3 being so intense, like you literally playing where a door opens, it’s dark inside, you peek your head in, look around, put your gun in with the flashlight, check out all the dark corners, it feels totally different…The fact that your flashlight is still on a battery, it can run out, you can turn it off and on and you can look in one direction and have a flashlight going in another direction. ![]() Thain: Yeah, it’s just depending on the weapons. How does it work exactly here? Were the weapons totally remade? UploadVR: I remember when the game first came out there were lots of complaints about how the flashlight worked. It really is a remastering and I think once everybody’s able to jump in and play it, they’ll really feel it. When we first got it was like, yeah, there’s whole chunks missing because they never had to show them on-screen so you can reveal the weapons and re-texture them up and stuff and then all the additions of the laser target, the flashlights, redoing the sound, redoing the VFX. We did so much to it to make sure that it felt like it was for VR from the ground up and I have to say it came out really, really well. ![]() We redid the weapons, we redid the audio, and we can talk about it later, but the VFX: the audio, uprezzing the graphics, uprezzing the weapons, a new diegetic UI. We as well recognize the possibility within VR and so we consider it an adaptation or remastering because we redid so much. It’s not we threw stereoscopic view on a DOOM game…When we were working with it, they were actually quite passionate about the idea that it’s not just a port, let’s make this an adaptation, let’s make this a remaster for VR because we both recognized that Doom 3 is a fantastic game for VR just based on the fact that out of the DOOM franchise, it’s a bit more of a slower first-person shooter. Ken Thain, Executive Producer at Archiact: It’s a VR edition because we were very particular. Here are the major excerpts from the interview:ĭavid Jagneaux, Senior Editor at UploadVR: Okay so, just checking here: the official title is DOOM 3 VR Edition, is that right? If you missed our DOOM 3 VR Edition review, that’s live to check out and we’ve got additional coverage as well, such as this graphics comparison with the Quest 2 modded version. We sat down for a chat with Ken Thain, Executive Producer from Archiact to talk about what it was like working with id Software to bring this iconic FPS into VR officially. Today DOOM 3 VR Edition launches on PSVR for $20.
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