VRAF boasts a premium suite of scalable virtual reality tools and systems, empowering development and massively reducing production times on any VR game. This leads to higher ROI and improved capacity to capitalize on new opportunities in spatial gaming.
VRAF allows VR developers to enter the VR games market and hit the ground running with a set of unique, premium tools and systems. VRAF combines years of VR research and development, ideation, design and production.
Our system goes beyond hand and head movement; capturing eye, eyelid, and soon mouth movement for unparalleled immersion. Our advanced AI anticipates and adapts players’ leg movements for enhanced realism in actions like climbing, leaning, and crouching. Compatible with any MetaHuman and it can easily be switched to hands-only mode.
An advanced mobility system enables players to explore worlds with diverse actions such as climbing, swinging, jumping, crouching, ledge pulling, and swimming, fostering a sense of intrepid adventure. The system also adapts for comfort modes (teleport vs locomotion etc) scaling back where required.
Our ClashForge system layers combat fidelity for hostile NPCs, ranging from unarmed “boxing” to melee weapons and ranged combat. Specifically designed for VR inputs and mechanics, ClashForge contains custom tools for crafting and designing VR combat scenarios.
Unlike flat screen gaming, VR requires dynamic responses to an expanded range of player inputs, including eye tracking. With our new system, NPCs can observe what you’re carrying, react to your gaze, respond to interactions with your hands, and adjust based on the player’s threatening or dangerous behavior.
Physics play a crucial role in VR, enhancing the sense of realism in a game. Our new system simulates real-world mass and velocity for items made of different materials. While players may not physically feel the weight, it creates a realistic impression, anchoring both the world and items, enhancing overall immersion. Enabled by our full-body avatar system, this feature allows developers to fine-tune object parameters relative to the player avatar’s strength for a more grounded experience.
Our VR system enables developers to craft impressive socketing actions, where items can authentically feel ‘latched’ and demand force for removal. It also supports rails and angle of acceptance for smoother and more seamless socketing motions.
With our new player avatar system players can embody avatars of all shapes and sizes. This means hand variation is vast! We’ve created a new grab system that allows for almost ‘infinite’ hand sizes that a player can now have and we’re also able to create poses for grabbing objects that can scale and adapt for the large variations in hand sizes.
Object-driven games like Wanderer: The Fragments of Fate pose challenges in creating a persistent world across numerous levels. Similar issues are encountered in larger-scale games. We’ve developed a persistence engine that tracks every object’s position, rotation, state, physics-based inputs, and NPC states in each level. This ensures a seamless experience, maintaining continuity and immersion as players navigate between different worlds or, in this case, time eras.
We’re currently battle-testing V 1.0 of VRAF on the development of Wanderer: The Fragments of Fate.
Our goal is to not only enhance this particular gaming experience but also explore the range of possibilities that VRAF offers, ensuring a seamless integration and bringing a whole new level of immersion and innovation to a new wave of VR games.
Get in touch to find out how you can get exclusive access to the VRAF early beta and unleash the potential of VRAF or to find out more about investment and/or partnership opportunities.