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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.

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  1. Re:Excellent news by K.+S.+Kyosuke · · Score: 3, Insightful

    One thing I don't quite understand is why these headsets don't have eye trackers. I find it quite obvious that as the demands go further up, it might eventually be necessary to match the quality of portions of the rendered scene with the resolution of portions of your retina. Why waste computing power on peripheral vision? It makes even more sense as the frame rate increases to reduce the artifacts introduced by by head movements, since the extra frames mean fewer operations per frame, while the increased frame rate allows you to quickly "un-degrade" the new portions of the scene picture as you're shifting your view.

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    Ezekiel 23:20