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	<id>https://vrarwiki.com/index.php?action=history&amp;feed=atom&amp;title=ShowdownVR</id>
	<title>ShowdownVR - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://vrarwiki.com/index.php?action=history&amp;feed=atom&amp;title=ShowdownVR"/>
	<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ShowdownVR&amp;action=history"/>
	<updated>2026-04-21T10:00:27Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://vrarwiki.com/index.php?title=ShowdownVR&amp;diff=33478&amp;oldid=prev</id>
		<title>Xinreality: Text replacement - &quot;{{stub}}↵{{App Infobox&quot; to &quot;{{App Infobox&quot;</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ShowdownVR&amp;diff=33478&amp;oldid=prev"/>
		<updated>2025-04-14T10:23:59Z</updated>

		<summary type="html">&lt;p&gt;Text replacement - &amp;quot;{{stub}}↵{{App Infobox&amp;quot; to &amp;quot;{{App Infobox&amp;quot;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 10:23, 14 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{stub}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{App Infobox&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{App Infobox&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|image=[[file:showdownvr1.jpg|350px]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|image=[[file:showdownvr1.jpg|350px]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Xinreality</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ShowdownVR&amp;diff=18107&amp;oldid=prev</id>
		<title>Neo222: Text replacement - &quot;&lt;a href=&quot;&quot; to &quot;&quot;</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ShowdownVR&amp;diff=18107&amp;oldid=prev"/>
		<updated>2016-10-21T08:12:18Z</updated>

		<summary type="html">&lt;p&gt;Text replacement - &amp;quot;&amp;lt;a href=&amp;quot;&amp;quot; to &amp;quot;&amp;quot;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:12, 21 October 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l54&quot;&gt;Line 54:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 54:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There is a wide variety of approaches for players to use. The goal is very simple: score the largest amount of points possible in the time given to you. By dodging plasma projectiles you gain points and combos to earn action points. These can be used for the following perks: teleporting, attack, multi-attack, slowing down time. By killing your foes you gain additional time, which enables you to score more points. Enemies can be killed by your projectiles or can get run over by a ship that you can control at any time, even when you&amp;#039;re not on it. They can also get knocked out and drown when hit by a larger wave. When you get hit, you don&amp;#039;t gain a point and your combo progress decreases. This makes it harder to gain action points that enable the use of player&amp;#039;s abilities - which in return enable player to gain more points.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There is a wide variety of approaches for players to use. The goal is very simple: score the largest amount of points possible in the time given to you. By dodging plasma projectiles you gain points and combos to earn action points. These can be used for the following perks: teleporting, attack, multi-attack, slowing down time. By killing your foes you gain additional time, which enables you to score more points. Enemies can be killed by your projectiles or can get run over by a ship that you can control at any time, even when you&amp;#039;re not on it. They can also get knocked out and drown when hit by a larger wave. When you get hit, you don&amp;#039;t gain a point and your combo progress decreases. This makes it harder to gain action points that enable the use of player&amp;#039;s abilities - which in return enable player to gain more points.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Showdown: Virtual reality carnage===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Showdown: Virtual reality carnage===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Every copy of the game comes bundled with an accompanying piece of work in a form of a book &amp;amp;quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;a href=&quot;&lt;/del&gt;&amp;amp;quot;. A personalized white paper about the implementation, customization and usage of features in Unreal Engine 4 during the development of virtualy reality game ShowdownVR. It presents a strong practical case of why open source game engines are the future. You can find it in game&#039;s directory under &amp;amp;quot;Bonus content&amp;amp;quot; folder.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Every copy of the game comes bundled with an accompanying piece of work in a form of a book &amp;amp;quot;&amp;amp;quot;. A personalized white paper about the implementation, customization and usage of features in Unreal Engine 4 during the development of virtualy reality game ShowdownVR. It presents a strong practical case of why open source game engines are the future. You can find it in game&#039;s directory under &amp;amp;quot;Bonus content&amp;amp;quot; folder.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Gameworks===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Gameworks===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Quick word on using NVIDIA&#039;s tech. The exact tech specifications are available in white paper  &amp;amp;quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;a href=&quot;&lt;/del&gt;&amp;amp;quot;, released with the game. But there is a very fundemental, objective reason for using these features: it&#039;s the best performing piece of code out there. It&#039;s important to remember that most problems with GM come with bad implementations. Showdown&#039;s water takes about 1ms on CPU and about as much on GPU, no matter the GPU brand! Everything is controlled by me in Unreal&#039;s source code, there is no over-tesselation or any similar bottlenecks. Multi-Res Shading works only on NVIDIA and is a bonus option.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Quick word on using NVIDIA&#039;s tech. The exact tech specifications are available in white paper  &amp;amp;quot;&amp;amp;quot;, released with the game. But there is a very fundemental, objective reason for using these features: it&#039;s the best performing piece of code out there. It&#039;s important to remember that most problems with GM come with bad implementations. Showdown&#039;s water takes about 1ms on CPU and about as much on GPU, no matter the GPU brand! Everything is controlled by me in Unreal&#039;s source code, there is no over-tesselation or any similar bottlenecks. Multi-Res Shading works only on NVIDIA and is a bonus option.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;Nejc L.,&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;Nejc L.,&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Neo222</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ShowdownVR&amp;diff=17935&amp;oldid=prev</id>
		<title>Neo222: Created page with &quot;{{stub}} {{App Infobox |image=350px |VR/AR=VR |Developer=Frontseat Studio |Publisher=Frontseat Studio |Director= |Producer= |Platform=St...&quot;</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ShowdownVR&amp;diff=17935&amp;oldid=prev"/>
		<updated>2016-10-21T06:49:57Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{stub}} {{App Infobox |image=&lt;a href=&quot;/wiki/File:Showdownvr1.jpg&quot; title=&quot;File:Showdownvr1.jpg&quot;&gt;350px&lt;/a&gt; |VR/AR=&lt;a href=&quot;/wiki/VR&quot; class=&quot;mw-redirect&quot; title=&quot;VR&quot;&gt;VR&lt;/a&gt; |Developer=&lt;a href=&quot;/index.php?title=Frontseat_Studio&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Frontseat Studio (page does not exist)&quot;&gt;Frontseat Studio&lt;/a&gt; |Publisher=&lt;a href=&quot;/index.php?title=Frontseat_Studio&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Frontseat Studio (page does not exist)&quot;&gt;Frontseat Studio&lt;/a&gt; |Director= |Producer= |Platform=St...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image=[[file:showdownvr1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[VR]]&lt;br /&gt;
|Developer=[[Frontseat Studio]]&lt;br /&gt;
|Publisher=[[Frontseat Studio]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[SteamVR]], [[Oculus Rift (Platform)]]&lt;br /&gt;
|Device=[[HTC Vive]], [[Oculus Rift]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Action]], [[VR]]&lt;br /&gt;
|Input Device=[[Tracked motion controllers]], [[Gamepad]]&lt;br /&gt;
|Play Area=[[Seated]], [[Standing]]&lt;br /&gt;
|Game Mode=[[Single Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Language=[[English]]&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Review=Mixed&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=Sep 19, 2016&lt;br /&gt;
|Price=$14.99&lt;br /&gt;
|App Store=[[Steam]]&lt;br /&gt;
|Website=&lt;br /&gt;
|Infobox Updated=10/20/2016&lt;br /&gt;
}}&lt;br /&gt;
[[ShowdownVR]] is a [[VR App]].&lt;br /&gt;
__TOC__&lt;br /&gt;
==Description==&lt;br /&gt;
Test your limits in an atmospheric battle arena by dodging enemy projectiles, scoring points, earning action points with combos and using them to ultimately crush your foes with counter attacks. Enjoy the perks of slowing down time, teleporting around an open world, even taking over and steering a ship in the middle of a mighty ocean!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Choosing between five intensity difficulties and two playing styles offers a wide range of experience with a chance to gradually improve your skills. Compete as an individual while also representing your country and continent on the leaderboards.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;ShowdownVR is shipping with some of the world’s first technologies used in VR: NVIDIA’s WaveWorks, NVIDIA’s Multi-Res Shading, and also my own version of the tech called Dynamic Multi-Res Shading (DMRS). All are built-in with an extended menu for full customization and benchmarking.&lt;br /&gt;
===Key features:===&lt;br /&gt;
Immersive virtual reality carnage&lt;br /&gt;
&amp;lt;br&amp;gt;2 × 2 km wide open world battle arena&lt;br /&gt;
&amp;lt;br&amp;gt;Five difficulty levels&lt;br /&gt;
&amp;lt;br&amp;gt;Two game modes: The One and Dodger&lt;br /&gt;
&amp;lt;br&amp;gt;Fully dynamic world&lt;br /&gt;
&amp;lt;br&amp;gt;Leaderboards: Continent, Country, Individual&lt;br /&gt;
&amp;lt;br&amp;gt;NVIDIA WaveWorks for real-time ocean simulation&lt;br /&gt;
&amp;lt;br&amp;gt;NVIDIA Multi-Res Shading + Dynamic Multi-Res Shading&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;Heavily inspired by Matrix, Quake and Doom; fast, intensive, powerful, unforgiving.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;strong&amp;gt;Specific inspirations&amp;lt;/strong&amp;gt;&lt;br /&gt;
*Matrix: bullet time, dodging, music style&lt;br /&gt;
*Quake: arena, competitive, fast twitch / accurate combat&lt;br /&gt;
*Doom: fast, intensive, bloody kills&lt;br /&gt;
===Gameplay===&lt;br /&gt;
There is a wide variety of approaches for players to use. The goal is very simple: score the largest amount of points possible in the time given to you. By dodging plasma projectiles you gain points and combos to earn action points. These can be used for the following perks: teleporting, attack, multi-attack, slowing down time. By killing your foes you gain additional time, which enables you to score more points. Enemies can be killed by your projectiles or can get run over by a ship that you can control at any time, even when you&amp;#039;re not on it. They can also get knocked out and drown when hit by a larger wave. When you get hit, you don&amp;#039;t gain a point and your combo progress decreases. This makes it harder to gain action points that enable the use of player&amp;#039;s abilities - which in return enable player to gain more points.&lt;br /&gt;
===Showdown: Virtual reality carnage===&lt;br /&gt;
Every copy of the game comes bundled with an accompanying piece of work in a form of a book &amp;amp;quot;&amp;lt;a href=&amp;quot;&amp;amp;quot;. A personalized white paper about the implementation, customization and usage of features in Unreal Engine 4 during the development of virtualy reality game ShowdownVR. It presents a strong practical case of why open source game engines are the future. You can find it in game&amp;#039;s directory under &amp;amp;quot;Bonus content&amp;amp;quot; folder.&lt;br /&gt;
===Gameworks===&lt;br /&gt;
Quick word on using NVIDIA&amp;#039;s tech. The exact tech specifications are available in white paper  &amp;amp;quot;&amp;lt;a href=&amp;quot;&amp;amp;quot;, released with the game. But there is a very fundemental, objective reason for using these features: it&amp;#039;s the best performing piece of code out there. It&amp;#039;s important to remember that most problems with GM come with bad implementations. Showdown&amp;#039;s water takes about 1ms on CPU and about as much on GPU, no matter the GPU brand! Everything is controlled by me in Unreal&amp;#039;s source code, there is no over-tesselation or any similar bottlenecks. Multi-Res Shading works only on NVIDIA and is a bonus option.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;Nejc L.,&lt;br /&gt;
&amp;lt;br&amp;gt;Frontseat Studio&lt;br /&gt;
==Features==&lt;br /&gt;
*[[Single-player]]&lt;br /&gt;
*[[Full controller support]]&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
===Windows===&lt;br /&gt;
====Minimum====&lt;br /&gt;
*OS: Windows 7&lt;br /&gt;
*Processor: i5-4590&lt;br /&gt;
*Memory: 4 GB RAM&lt;br /&gt;
*Graphics: GTX 970 / R290 or better&lt;br /&gt;
*Storage: 5 GB available space&lt;br /&gt;
====Recommended====&lt;br /&gt;
*OS: Windows 10&lt;br /&gt;
*Processor: i5-4590&lt;br /&gt;
*Memory: 8 GB RAM&lt;br /&gt;
*Graphics: GTX 970 / R290 or better&lt;br /&gt;
*Storage: 5 GB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
&lt;br /&gt;
[[Category:Apps]] [[Category:VR Apps]] [[Category:Steam]][[Category:HTC Vive Apps]] [[Category:Oculus Rift Apps]] [[Category:Action]] [[Category:VR]] [[Category:Windows]]&lt;/div&gt;</summary>
		<author><name>Neo222</name></author>
	</entry>
</feed>