Today, The Climb launches for Rift. It’s our debut
full-scale-production VR game, and partnering with Oculus has been
an amazing experience. We’re now into the very first generation of
mass market VR, and new forms of gameplay, storytelling, and
experiences are emerging. We’re hugely excited by the work teams
around the world have accomplished already, and about what’s coming
in the months and years ahead.
At Crytek we like to think we have a track record of pushing
visual boundaries and adopting the latest techniques and
technology. VR was instantly exciting for us and a natural fit –
cool tech, new challenges, and the opportunity to join that
vanguard of developers breaking new ground. We’re looking forward
to hearing feedback from the VR community now that The
Climb is out in the wild, but in this blog, we’ll look at the
lessons we’ve learned and some of the techniques we’ve employed to
bring our artistic direction to life.
Aiming for immersion in our imagined perfection
When you’re in VR, the audiovisual effect fools your brain into
believing that you’re there. You don’t need to approach
photo-realism to deliver presence, as long as you’re providing a
consistent world. However, for The Climb we knew we’d need
to really push the visuals. Once we’d established a fun core game
mechanic, we started thinking about the setting. It made immediate
sense to use the immersion of VR to set our gameplay in
environments that were inspired by areas of outstanding beauty
around the world, so people could experience what it’s like to be
high up on a rock face in the Alps or in Halong Bay. Why not take
players to the most spectacular places you can, right?
The aesthetic we aimed for was hyperrealistic, an imagined
perfection. To meet the expectations necessary for players to feel
like they’re in a real environment – and also to satisfy the visual
expectations of PC and console gamers – was a challenge given the
technical requirements of VR. But for the experience we had in mind
for The Climb, VR demanded that we achieve a certain level
of quality. We learned a lot of lessons and had to rethink a lot of
our assumptions about game development as we progressed.
Doing detail right
Detail, in the near field, for objects that imitate real world
objects, became far more of a fixation than we ever imagined. In
VR, everything that is up-close is open to inspection and subject
to our natural curiosity. And when something doesn’t look as
consistent as the brain expects, that sense of presence can be
quickly broken. When players climb in our game, there are naturally
a lot of assets in the near field. You’re close up to rock surfaces
and come across a lot of different elements: checkpoints,
vegetation, insect life, and so on. Our art assets needed to be of
such a quality that they’d hold up to scrutiny in VR.

This was the first time we worked with assets in the
sub-millimeter area in the CRYENGINE editor. Stitches on the gloves
of the player’s avatar needed a huge amount of attention. We use
bells for checkpoints, and to make them feel right we had to add
precisely detailed, intricate engravings. The carabiners we use for
save points had to have every little rivet authentically designed
and placed. Most of those small details go unnoticed when you’re
playing – it’s when they’re missing that you notice and it becomes
a problem.
However, it’s not just about creating those details as close to
a realistic standard as possible in a VR environment. You have to
consider how to use art assets for storytelling, too. For instance,
we have some cables fixed by screws to the cliff face that you can
haul yourself across from one rock face to another. When we first
created them, they were detailed, and they were accurate… they
would have met the standard required for a current, 3D game. But in
VR, because of that near-field view and our instincts to perceive
and process the world that surrounds us, they just felt too
perfect, uncanny even. In VR, that sense is really exaggerated,
more so than in a flat-screen experience.

So we had to work through the story of the cable. How would it
have got into the rock? What screws would real rock climbers use?
How long had it been there? Was the screw weathered? So we did the
research, found an authentic screw that would be used for this
purpose, attached the cable in the way it would be in real life,
and applied decals around the screw so you can see cracks in the
rock showing how it was inserted. We now have more accumulated
knowledge on screws than we ever anticipated! It’s a lot of
commitment for a screw, but with the aesthetic we wanted, we found
we had to go to this length of detail again and again. When your
brain accepts the detail of everything near you, it’s tricked into
assuming that everything else in the world around you is detailed
too – which works really well with the huge vistas that we provide
in the game. The effect of the work on the smaller details
amplifies the overall effect of the world.
Always be testing
Testing was more crucial than ever for our VR development.
Player comfort, what things look like in VR compared to the screen,
how it feels, and figuring out where the eye is naturally drawn to
in a scene are all elements that demand testing in the VR
environment. In addition to the demands of detail we just
discussed, scale became a really interesting challenge. What you
think might look impressive and provide a bit of a “wow moment” in
the CRYENGINE editor might have a totally different effect on
screen. Or it could be more impressive than you’d imagine. We built
up experience as we went along and over time we could more reliably
predict (and develop processes around), for example, the sort of
rock shapes that would work. Nonetheless, constant testing in the
VR environment was absolutely invaluable to ensure we were on
track.
More geometry required please
Typically we’d go straight to normal map baking to make an
object look great in a game. But we found that in stereoscopic
vision many assets felt flat, like they were made out of paper. An
asset with those kind of properties would be a problem in any game,
but once more, the requirement of immersion to deliver a great VR
experience heightens the problem. It didn’t mean that we jettisoned
the use of normal map baking entirely, but we had to be smart about
where we could use it so that the process would still hold up. For
instance, the billboard background techniques we’d normally use to
efficiently get that sense of a big landscape felt just too fake.
We had to work at how we composed our scenes, where we could use
billboards, or how we’d layer them, and used far more real geometry
in the distance instead of only using billboard assets. It’s more
work, but it pays off.
Optimization. It’s a big deal.
Running all this extra detail and using more geometry while
hitting 90 fps was obviously a big challenge. On the art side, to
ease up the demands of draw calls, which has a big impact on the
frame rate, we focused on reducing the amount of individual objects
in the editor by grouping them together and then shaping,
sculpting, and layering them. But optimization was something that
we realized every team had to think about and commit to. And while
CRYENGINE has plenty of grunt, we made some improvements to the
engine (which VR developers using CRYENGINE will benefit from),
particularly when it came to lighting and performance, to achieve
the effect we wanted.
Looking back
We’re proud of what we’ve achieved. Pre-release, people have
been excited not just about the game, but about the graphics too.
We aimed high with creating realistic looking, authentic assets not
just because we wanted to see how good we could make the game look
as a collective (ok, maybe that’s a part of it), but in VR, more
than in a PC or console game, it dramatically and directly impacts
the experience. For a game like The Climb, player
expectations are set by previous games and the world around us, or
how we imagine certain places to be. Meeting that expectation is
what makes the immersion hold up. Ultimately, in VR, you really are
creating worlds, rather than levels. To create ours we had to
rethink a lot of how we approached development and the techniques
we used to create our assets. The details might not always be
noticed, but we hope the overall effect will be.