DEVELOPER DIARY | PC Tuesday, March 22, 2016 | 4:48 PM

New dev diary of The Climb

New dev diary of The Climb

The Climb development team explains in this new dev diary the challenges encountered to create the game, its close-up details and hitting 90fps.

Dev Diary - Ascent

All comments

Commented on 2016-03-22 22:20:28
I've heard people talk about normal maps being problematic with 3d vision (especially VR-sets) before, and now crytek reaffirms it. I

f someone doesn't come up with a different method of faking it, games aimed for VR will have to rely more on increased poly count, which isn't good news when you consider how sensitive VR is to low/uneven framerates and 90fps being the standard.
Commented on 2016-03-22 23:01:27 In reply to Melmoth
Posted by Melmoth
I've heard people talk about normal maps being problematic with 3d vision (especially VR-sets) before, and now crytek reaffirms it. I

f someone doesn't come up with a different method of faking it, games aimed for VR will have to rely more on increased poly count, which isn't good news when you consider how sensitive VR is to low/uneven framerates and 90fps being the standard.
It might not be such a huge issue if it's anything like non-realtime rendering. Geometry, even incredibly high res geometry tends to render fast regardless of how dense it is. It's the combination of high density geometry and high res textures and normals that usually bog things down.

Ultimately though, at least based on hands on experiences, making something look real is secondary to making you feel like you're there. So it might not be a massive priority for devs if the key thing to aim for is presence. At least not for a while.

P.S. The "climb" logo is one of the worst things i've seen since the london 2012 olympics logo was revealed!
Commented on 2016-03-23 08:02:31
Looks fantastic, but I really don't like seeing just the hands. I would like to see the whole body....adds to immersion IMO.
Commented on 2016-03-23 08:09:33 In reply to KORNdog
Posted by KORNdog
P.S. The "climb" logo is one of the worst things i've seen since the london 2012 olympics logo was revealed!
I dunno, I kinda like it. London olympics logo was pantsu on head retarded, though, that I agree on.
Commented on 2016-03-23 08:29:15
Irony is, that in this design business one rule applies to all situation.... uglier the logo is = more money it costs. :-)
Commented on 2016-03-23 15:05:36 In reply to Zat
Posted by Zat
Looks fantastic, but I really don't like seeing just the hands. I would like to see the whole body....adds to immersion IMO.
U dont know that, until u try it with VR :)
Commented on 2016-03-23 15:23:34 In reply to D4miR
Posted by D4miR
U dont know that, until u try it with VR :)
to be fair, where immersion is concerned, disembodied hands aren't exactly helping. but neither does floppy arms that clip through each other, so it was probably the lesser of 2 evils. probably the same reason the heist demo on PSVR does it too.
Commented on 2016-03-23 15:54:24 In reply to D4miR
I just like to see the whole body. This looks like Mario Drawing kind of game on Wii. :-) I'm sure it's gonna be great with VR, but still....:-)
Commented on 2016-03-24 15:37:13 In reply to Zat
Posted by Zat
Looks fantastic, but I really don't like seeing just the hands. I would like to see the whole body....adds to immersion IMO.
Agreed, seeing only the hands takes away the immersion for me, let me see the arms too, it looks weird that way.
Commented on 2016-03-24 18:29:30
The logo does feel a little forced into shape. Not as clever as something like the FedEx logo.

Not as bad as the new Santa Monica Studio logo though, where they went for a very generic retro-ish logo which looks like a cheap mid 90's Designers Republic knock off. I presume their motivation for changing logo was that the old one was too organically stylized, from the time they developed GoW, and that they now have a different games profile (though mostly through external projects they do dev support on ).

How company profiles (including their logos) change over time has always been fascinating. Sorry for de-railing the talkback. :)
Commented on 2016-03-24 18:32:02 In reply to Melmoth
Posted by Melmoth
The logo does feel a little forced into shape. Not as clever as something like the FedEx logo.

Not as bad as the new Santa Monica Studio logo though, where they went for a very generic retro-ish logo which looks like a cheap mid 90's Designers Republic knock off. I presume their motivation for changing logo was that the old one was too organically stylized, from the time they developed GoW, and that they now have a different games profile (though mostly through external projects they do dev support on ).

How company profiles (including their logos) change over time has always been fascinating. Sorry for de-railing the talkback. :)
i like santa monica studios' logo, but then i'm very much a minimal design fan. their fancy shit one before i never liked.

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