The team has stated the game will leverage advanced materials. Can you elaborate on that?
First Contact Entertainment: Everyone at FCE is committed to making VR gameplay every bit as rich and detailed as flat gaming, our term for screen-based media. Now, we aren’t naive and the reality is that rendering in VR does have additional overhead and considerations that flat media does not. For Ultra, we switched the experience to take advantage of deferred rendering techniques, unlocking the use of much more sophisticated shaders. This has allowed us to use a variety of mapping approaches to add details to all of the surfaces in the game. From the weapon you are holding in your hands to every surface your flashlight reflects off, you will notice tiny pocks, scars, scratches, etc.
We don’t consider this merely dressing. When your goal is to create as immersive an experience as possible, the closer we can get to people’s real world experience of light and dark, the richer the experience becomes.