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Getting Started with VR Basics - Unreal Engine 4

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...

Prototype Feature Keypad in VR - Unity3D

No One's Home (4) - Unity3d

No One's Home (3) - Unity3d

No One's Home (2) - Unity3d

No One's Home (1) - Unity3d

No One's Home Update

No One's Home ( Horror Puzzle Game ) Prototype ideas - Unity3d

Snap Zones in VR ( pivot point ) - Unity3d

Snap zones in VR ( Creating the snap zone ) - Unity3d

Upgrading from Standard Shader to Universal Rendering Pipeline - Unity3d

Interaction with Cabinet ( Drawer ) in VR - Unity3d

Interaction with Cabinet ( Door ) in VR - Unity3d