Epic's VR Demo Scene For the GTX 980 Now Runs On Morpheus PS4 Headset At 60 FPS
An anonymous reader writes: Originally created as a Unreal Engine 4 demo scene to push the limits of VR-capable graphics on the Oculus Rift 'Crescent Bay' prototype VR headset, Showdown is now running flawlessly at 60 FPS on Morpheus, Sony's PS4 VR headset. The demo was previously only able to run at Oculus' 90 FPS target VR framerate on the Nvidia GTX 980, a GPU which costs nearly $200 more than the PS4 itself. To the delight of UE4 developers, the performance improvement comes from general optimizations to UE4 on PS4, rather than specific optimizations to Showdown.
Sony is upscaling again :D
Man blir trött av att gå och göra ingenting.
From the looks of the video clip the optimisation is done by removing real-time shadows. That would be the same as setting the quality to the lowest level.
Here is a presentation given by John Carmack that explains it a bit better than my first link.
The 90fps is pretty much required everywhere, as the issue is your head motion, not the action happening in the game world itself. If the screen image and your head motion aren't in sync the whole virtual world is wobbling around and can make you motion sick extremely very fast. However both Sony and Oculus have a form of timewarp frame interpolation that can take the last rendered image and reproject it to your new head position, this allows smoothing out lower framerates a little. Sony is using it in some games all the time to scale an 60fps input to a 120fps output. On the Rift it's used more as an emergency tool when the framerate dips.