Key features
- Beautiful, psychedelic visuals
- Particles react to background music (any external music player is compatible, may not work with Bluetooth headphones)
- Tools to pick up, hit, pull, explode, shoot and paint the particles
- Placeable force spheres which can also teleport the particles between one another
- Save and load scenes and settings, also there are a few presets
- Adjustable physics settings to change how the particles behave
- Multiple different particle shaders, color pallets and other graphics settings to choose from
- Throw blobs into orbit and create black holes
- Optional gravity and “lava lamp” mode
- Freeze the simulation and step through it or slow time to a crawl
- Great as a first VR experience
- MixCast support for easy mixed reality
- Native Oculus Rift support
- Number of particles can be automatically determined or manually chosen
- Scale and bounding walls can be adjusted allowing Chroma Lab to be played from sitting to room scale
Technical details
Chroma Lab is based around an optimised, built-from-scratch, particle physics engine that uses compute shaders for maximum performance.
Internally there are approximately 2 billion force calculations per second (depends on GPU) that are used to maintain the particles distance from one another and allow them to stick together and behave like a fluid.
Outside of VR my particle engine is capable of simulating 1.5 million particles at 60fps (5 billion force calculations per second) on a R9 290
Chroma Lab also makes extensive use of custom shaders for visuals.
It is capable of running on any VR-ready PC
I would like to thank all of my beta testers. Without their help and feedback, Chroma Lab would be a small fraction of what it is now.
I would also like to specifically thank Colin and Sarah Northway from Northway Games for all the help they have provided.