• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
[QUOTE=Clavus;52545679]Looks like a neat optimization. Not compatible with Unity's single-pass stereo rendering though.[/QUOTE] That's fine though, devs just shouldn't render both eyes in one pass. The more sad thing is that this is just a Unity pixel shader, it won't improve performance on anything except Unity, it has the additional requirement that devs have to know about it, and that they're using complex enough shaders to actually benefit from it. It does sound like some hacky solution that Carmack would come up with though. Seems really sweet if games could start using them.
[QUOTE=Naelstrom;52545765]That's fine though, devs just shouldn't render both eyes in one pass. The more sad thing is that this is just a Unity pixel shader, it won't improve performance on anything except Unity, it has the additional requirement that devs have to know about it, and that they're using complex enough shaders to actually benefit from it. It does sound like some hacky solution that Carmack would come up with though. Seems really sweet if games could start using them.[/QUOTE] Their current implementation is just for Unity. Article states it'd be relatively simple to port to other engines. And not every optimization has to be ascribed to Carmack, Oculus has a huge engineering team :v:
[QUOTE=Ganerumo;52542410]Now if only facebook would stop shitting all over VR by crapping out exclusives and gating the already thin community right away[/QUOTE] Also Zenimax...
[QUOTE=Clavus;52545784]Their current implementation is just for Unity. Article states it'd be relatively simple to port to other engines. And not every optimization has to be ascribed to Carmack, Oculus has a huge engineering team :v:[/QUOTE] For sure, I was just hoping for some hyper hacky shader injection thing that improved all VR titles instantly. Now instead we have to wait for the implementation to get some better docs, plugins, and examples. As well as to wait for devs to start implementing it.
Not sure if this has been posted already but got sent this by a friend. :v: [video=youtube;8IvURkvjWsY]https://www.youtube.com/watch?v=8IvURkvjWsY[/video]
[QUOTE=Orkel;52545385]After asynchronous timewarp (ATW) and spacewarp (ASW), Oculus introduces [url=https://developer.oculus.com/blog/introducing-stereo-shading-reprojection-for-unity]stereo shading reprojection[/url], another magic technology that increases performance by 20%. [img]https://scontent.fqlf1-1.fna.fbcdn.net/v/t39.2365-6/20562240_132085984064304_6896192875655069696_n.png?oh=06fb9230a8253bb44bde14f7263c840f&oe=59EDB5EA[/img][/QUOTE] That's pretty fucking awesome. I'm glad devs are finding ways to squeeze better performance out of VR apps because right now it can be quite the shitshow sometimes.
For those people with a Rift and 2 sensors, how is your setup? So far I tried the recommended way inputting them 2 meters apart each other and even placing them for somewhat room scale. However I always get jittering or one of my touch controllers goes flying.
[QUOTE=diwako;52546865]For those people with a Rift and 2 sensors, how is your setup? So far I tried the recommended way inputting them 2 meters apart each other and even placing them for somewhat room scale. However I always get jittering or one of my touch controllers goes flying.[/QUOTE] Make sure your play area only exists where both of the cameras can see you simultaneously. I couldn't get rid of the jitters until I got a third sensor.
Probably asking a question that's already been asked, but I'm considering getting the vive (not pro, I ain't made of money), is it worth waiting for gen 2 or just get it now?
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