Introduction So I'm starting to look into how VR works within the Unreal Engine 4 spaces and came across this live training video from Unreal's Youtube channel. I've written down some points I found useful for basic VR as well as other components that the video talked about that I would like to keep in mind moving forward when working with VR. Terminology: Unreal Engine 4: Visual Scripting - Blue Prints Unreal Motion Graphics - UMG Realtime Cinematics - Sequencer Particle Editor - Casscade Renderers - Deferred vs Forward Anti-Aliasing - MSAA, TAA, FXAA VR Specific: Head-Mounted Display - HMD Motion Controllers - Oculus Touch, Vive Controllers, etc. Tracking System - Oculus Sensors, Vive Lighthouses, etc. Tracking Types - Positional and Rotational Oscular Vestibular Mismatch - VR Sickness Software Development Kit - SDK Best Practices: Avoid Screen Space - (e.g. SSR,SSAO, Lens Flare, etc) Don't rely on reprojection technology and aim for a high framerate. - That is so...
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