Unity vs Unreal: Quantic Rift 3D engine selection


SebL ported a subset of Quantic Rift’s first scene to Unreal 3D engine and the visual result is really quite impressive and the first performances results are quite good, even in VR.

So we are now trying to create the same scene as the one we made under Unity but with Unreal engine to be able to select the best engine for our full FPS game.

That means not even porting all 3D scene but also porting all C# scripts that we have already achieve or integrated to blueprints or C++ code (FPS engine, lift animation, characters animation, destruction of objects, VR cam management…).

This is really not an easy task and we don’t really know, how long it will take as we are more used to Unity Engine but we want to know what we can get with that engine before creating the full game.

VR Experiences crowdfunding news

Because of release dates and funding concerns, we have decided to split “VR Experience 4 Oculus Rift” and “Quantic Rift” into two different games:
VR Experience 4 Oculus Rift is an exploration game which uses the same 3D environments of the mobile version (plus a few extra). It will be soon available into a demo and a paid version.
Quantic Rift: is an adventure/First Person Shooter game which uses original 3D environments designed by SebL and will follow the original “VR Experiences” crowdfunding planning but with less 3D environments.

VR Experience v2.0

VR Experience v2.0 has been released for iOS and Android.

Here is the cool new features list in response to various users’ wishes:
– VR drift fixed
– 4 VR modes are now possible:
VR0: magnet toggle: move on/off
VR1: magnet toggle: next scene, look down; move on/off
VR2: magnet toggle: move on/off, look down; next scene
VR3: look down; move on/off
– Configurable player height
– Configurable player speed
– Configurable player eyes distance
– Digital Pad controller when in “Normal” mode (left/right/forward/backward/rot left/rot right) [replaces long tap action]
– Performances improved on some levels


[update: 2.1 android: now 100% compatible with Durovis Dive 7 VR helmet for 7″ tablets such as the Nexus 7]


Homido vs Durovis Dive VR headsets comparison

The ideoservo team tried both the Homido and Durovis Dive 5 VR headsets at Laval Virtual 2015. These VR helmets are used with smartphones and do not compete directly with the Oculus Rift VR headset.

Compared to the Google Cardboard (less than 20 euros), both are good premium manufactured VR helmets (60 to 70 euros).

We have a little preference for the Homido (French/Chinese design), because we found that it had better VR feeling when we tried both at the exhibit (lenses can be adjusted in depth and in lateral distance which is really a great idea).  It is also shipped with an optional bluetooth controller (making the magnet useless ?). It would have been a good idea to also ship a magnet for compatibility with magnet enabled apps (such as VR Experience) – hopefully we had one in our pocket thanks to… Durovis !

The Durovis Dive 5 (German design) is now shipped with a nice designed magnet toggle and the Leap Motion system can also be added (we did not try it at the exhibit). It is also 10 euros less than the Homido helmet. Lenses can also be adjusted in depth and in lateral distance for better VR comfort.

A Durovis Dive 7 for small tablets (Nexus 7 …) is also available (a bit expensive as it is 115 euros at the moment) but it really looks great (we have also ordered one and it will be supported by our apps).


At the moment our application “VR Experience” needs a magnet to toggle start/stop walking (so we can say that the Durovis Dive 5 is maybe better supported).

You can buy one of those helmets on their official pages (please click on the images above).