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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.

2 of 30 comments (clear)

  1. Re:Excellent news by Ceriel+Nosforit · · Score: 3, Informative

    The excellent coding has been around for a while. It's asset creation which is uncomfortable. Large studios with big budgets go at it with the sweatshop approach, so there is little demand for procedural workflows.

    It's mostly fine art in concept and Z-brush, and then a series of atrocities conducted against the artists' vision as the assets get shoe-horned into a console.

    So good luck Sony... You'se gots problems.

    --
    All rites reversed 2010
  2. Re:What's the FPS of diminishing returns? by Anonymous Coward · · Score: 2, Informative

    It's not about the ability to see frames. The time between frame redraws is the minimum reaction time to user input. With a huge amount of predictive motion blur, a game could look okay at 24 frames per second, but it would play absolutely horribly. That's because your input would be delayed, jittery and slow in comparison to 90, or even 60 fps.

    Head tracking is even more susceptible to this annoyance. When you look around in real life, there is no noticeable delay between your head moving and the image changing. This is one of many things that potentially cause nausea.