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UID:pretalx-godotcon-ams-2026-VG9FRB@talks.godotengine.org
DTSTART;TZID=CET:20260423T162500
DTEND;TZID=CET:20260423T165500
DESCRIPTION:Everyone's curious whether Godot can ship commercial VR. Flamma
 ble Penguins \ndid it — Augmental Puzzles launched on Meta Quest and Ste
 am\, with a PSVR2 \nport in progress. This talk is the honest technical po
 stmortem of what that \ntook\, from an indie studio building its own tech 
 stack on an engine where \nthe platform holders assume you don't exist.\n\
 nClaire walks through the real engineering: why Godot's default 3d text re
 ndering \nhad to be ripped out and replaced with a custom Fast Text\, how 
 \nundocumented vendor APIs broke a working build overnight\, the architect
 ure \ndecisions around GDExtension versus engine modification\, and what a
 ctually \nchanges when you take a Quest VR project to PlayStation hardware
 . Expect \nprofiling data\, code war stories\, and practical advice for an
 yone considering \nGodot for VR — whether you're shipping tomorrow or ju
 st \nweighing your options.
DTSTAMP:20260626T235346Z
LOCATION:Theatre 1
SUMMARY:Shipping VR game in Godot - Claire Blackshaw
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/VG9FRB/
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