Firewall Ultra uses Unreal Engine 5 to evolve the VR shooter franchise on PlayStation®VR2
First Contact Entertainment talks about using PlayStation®VR2 and Unreal Engine 5 to craft its evolved squad-based shooter, Firewall Ultra.
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Firewall Zero Hour was a pioneer of modern VR gaming. How does Firewall Ultra raise the bar?
First Contact Entertainment: Firewall Ultra is truly a next-gen VR title made possible by a combination of the hardware of the PS VR2 and Unreal Engine 5. The entire visual approach has been re-tooled with a focus on detailed, real-time lighting and all of the gameplay has been extensively refined to take advantage of the PS VR2 hardware. For example, there is extensive use of eye-tracking in the game, sometimes in subtle ways to add detail and control to key interactions.
Can you talk about how Firewall Ultra will make use of the PlayStation VR2's new eye-tracking capabilities?
First Contact Entertainment: We've already shown a couple of examples in Sony's Innovation Stories. There is the weapon select wheel, which is a UI element that allows you to switch weapons by looking at them and the mechanic for aiming grenade throws. Those are really the tip of the iceberg as the entire experience has been designed to leverage eye-tracking in subtle, but helpful ways. From the menus, to some of the detailed nuances of our aiming mechanics, players can harness the immediacy of "looking" to solve gameplay interactions.
We're very excited by the potential to use eye-tracking in non-obvious ways, ways that just make something that is inherently difficult without other physical feedback and make it feel "natural" in a VR environment. This technology is going to pay huge dividends for not only Firewall Ultra, but all of our future projects as well—such as Solaris Offworld Combat II, which we just teased!
Does Firewall Ultra offer any ray tracing support?
First Contact Entertainment: That's a great question. There is considerable real-time lighting in Ultra and that's been an explicit focus for us. The combination of PS VR2 and PS5 has opened up much more potential for sophisticated lighting and shading.
I'm just going to say that wielding a true, real-time, shadow-casting flashlight in VR is an incredibly powerful and immersive tool.
Firewall Ultra runs at 60FPS on the PlayStation VR2. How did the team tackle optimization to hit a consistent and smooth framerate?
First Contact Entertainment: The short version is being ruthless! In all seriousness, we never choose the easy path. When others do single-player, we do multiplayer. For us, multiplayer is a significantly different experience in VR. The social immersion feels very real. When other people do floating hands, we do full body representation, when others do teleporting, we do full locomotion. (This was a thing with the OG Firewall).
There are a lot of well-documented optimization strategies and the real rule is don't draw or calculate anything you don't need to. As with early console gaming, take account of every asset and every cycle. Don't spend what you don't need.
That's a bit of gross simplification, we also work hard to determine which techniques contribute to the players experience more than others and play a lot of "tricks" with what you see.
Were there any Unreal Engine tools or features that were helpful in developing Firewall Ultra?
First Contact Entertainment: OK, this isn't obvious from a VR perspective, but we've been using Environment Query System (EQS) extensively in our PvE mode; it's allowed us to craft an almost endless variety of encounters with a highly efficient scenario set up.
Our PvE mode has been re-built, extended, refined, polished and all of that in comparison to Firewall Zero Hour!
There is a lot more in there, like simply too much and a lot it is technical stuff rather than going deep into gameplay or anything, but we do seemingly get confirmation that Firewall Ultra will be following games like Horizon, GT7 and so on that use Reprojection since they mention 60 FPS. I wouldn't mind if some games gave the option for native 90 FPS (or even 120 FPS) at lower fidelty or 60 FPS w/ Reprojection for higher fidelity.