

My old review still stands (my old heavily overclocked video card was close to a desktop RTX 2070, and not that far from a RTX 3060 non-Ti): Textures aren't ultramersion like Boneworks and Red Matter 2, but aren't bad at all Hard to show here, but the cliffs and mountains will make you feel small Maybe a boring image, but note that every little straw cast a shadow Some rays of sunlight seeping through the ceiling The view is as breathtaking as ever - and my oc'ed RTX 3090 can't do 90 fps here, but it's close If Obduction launched today, it would look better than most other VR games - that's something to think about - and it does make me somewhat sadĮven the flowers still look awesome - and all cast dynamic shadows I took these screenshots using Rift CV1 last night: The above screenshots were all taken by Cyan - the developer behind Obduction. This image just to show the dynamic shadows of leaves on the ground. Using ss 2.0 in the scene above, you'll need a RTX 4080 or maybe 4090 to get solid 90 fps - and that's using the CV1 Check out the light and shadows - and poly levels! Tons of 3D grass and leaves on the trees - awesome view distance - and highly detailed dynamic shadows! Images from the VR version: Graphics in Obduction are truly amazing - and even just with a CV1 ss 2.0 you need a RTX 3090 to barely get 90 fps (I got very little headroom, maybe 10-25% at best) - using EPIC details.
#OBDUCTION EPIC GAMES PC#
The reason for being so demanding is - more or less - because you're basically rendering the entire 2D version of this PC game twice, lol - and that pulls some teeth even today (Obduction also works without a hmd). Today, Obduction still is one of the most demanding VR games ever made - but still one of the best.

Devs tried to make VR the best it could be based on current PC hardware.

In the old days (2016-2020), things were somewhat different. Today many VR games are built for extremely weak mobile gpus - gpus slower than what you'll find in the newest high-end phones.
