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.
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...
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."
The problem with this is that there's a significant difference between 30FPS in VR and not.
30FPS not in VR = this looks reasonably smooth, a little slow at parts.
30FPS in VR = my brain doesn't like this and now I want to hurl.
I think keeping the requirement very high is the best thing they can do, because otherwise your statement that
there will be a lot of customers with a bad taste in their mouths and the project will go down the drain.
is going to be very true, and quite possibly in a literal sense.
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.