Getting 'Showdown' To 90 FPS In UE4 On Oculus Rift
An anonymous reader writes Oculus has repeatedly tapped Epic Games to whip up demos to show off new iterations of Oculus Rift VR headset hardware. The latest demo, built in UE4, is 'Showdown', an action-packed scene of slow motion explosions, bullets, and debris. The challenge? Oculus asked Epic to make it run at 90 FPS to match the 90 Hz refresh rate of the latest Oculus Rift 'Crescent Bay' prototype. At the Oculus Connect conference, two of the developers from the team that created the demo share the tricks and tools they used to hit that target on a single GPU.
"Getting 'Snowden' To 90 FPS In UE4 On Oculus Raft" is what I read first. Well time for a break I guess...
Everything I write is lies, read between the lines.
Well time for a break from trolling I guess...
maybe you could retire to your cold fjord ?
Not that this is especially insightful or anything but: That's what you can do when you have programmers tasked with writing something run as well as possible instead of writing something to be as cheap as possible. The performance we are getting out of our PCs is nothing close to what the hardware would actually be capable of with properly programmed software. We all know this already, so I'm not sure why I'm bothering to post it... As a comparison, I run a Tri-Def on a pretty decent rig, and running games in stereoscopic mode usually means a massive frame-rate hit: Typical performance in these configurations is 1/3 to 1/2 the frame-rate of what you get with stereoscopic off. I see 30-45fps in Skyrim in stereoscopic mode, meaning I had to build a rig capable of maintaining 90fps as a minimum without stereoscopic mode engaged... At any rate a steady 90fps is an amazing achievement in stereoscopic gaming. My understanding is that stereoscopic gaming is equally hard on the CPU as the GPU: So you're looking at excellent coding to get 90fps...
I am very skeptical of what we will get whenever the consumer version of Oculus Rift hits the market. I read the article regarding this demo and I still feel the requirement for a desktop version of Nvidia 780 as fairly limiting. Not many people have this expensive card in their system (just check Steam HW survey).
First impressions count: Make it work with not high end computers. Otherwise there will be a lot of customers with a bad taste in their mouths and the project will go down the drain.
I see the push for 30FPS in the consoles of today: it really really looks tough to get 90FPS at higher resolution than 1080p. And do not forget: software needs to stay at 90FPS all time.
Because otherwise you'd see the 1 frame marketing ads.
Quake can get 500+ FPS on a modern GPU, it should work fine with these new fangle-dangle headsets. Can I get the one with the beer cans on the sides?
Well, I've read it as "slowdown"... ;-)
Ezekiel 23:20
I try to view my vision as analog, but I've seen experiments where I miss a single frame because I'm over the age of 40. What is the maximum FPS we can view before the video looks the same? I would be guessing less than 90...
"Who are you?" "No one of consequence." "I must know." "Get used to disappointment."
Any chance we'll be seeing variable frame rate technologies like G-sync / Freesync on the Occulus? There have been some rumors, but I don't think there's been any definitive official announcement yet.
maybe you could retire to your cold fjord ?
FNORD!
Oh, fjord. Ok, nothing to see here. Move along.
Isn't our brain a wonderful engine?
Everything I write is lies, read between the lines.