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.
Whatever happened to Id Software?
The graphics engine programmer from ID, John Carmack, works for Oculus Rift. It was kind of newsworthy around here.
So if you think they should source programming talent from Id... your a bit late to the party. Unless you think they really need John Romero too... ?
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.
Ezekiel 23:20
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