Getting 'Showdown' To 90 FPS In UE4 On Oculus Rift 30
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.
Getting 'Snowden' To 90 FPS In UE4 On Oculus Raft (Score:3)
"Getting 'Snowden' To 90 FPS In UE4 On Oculus Raft" is what I read first. Well time for a break I guess...
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maybe you could retire to your cold fjord ?
FNORD!
Oh, fjord. Ok, nothing to see here. Move along.
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Isn't our brain a wonderful engine?
Excellent news (Score:2, Interesting)
Not that this is especially insightful or anything but: That's what you can do when you have programmers tasked with writing something run as well as possible instead of writing something to be as cheap as possible. The performance we are getting out of our PCs is nothing close to what the hardware would actually be capable of with properly programmed software. We all know this already, so I'm not sure why I'm bothering to post it... As a comparison, I run a Tri-Def on a pretty decent rig, and running games
Re:Excellent news (Score:4, Insightful)
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Because it's not trivial and there aren't decent eye trackers that will work in a goggle configuration. Bascially Oculus would have to invent something.
I am sure at some point in the future eye tracking will come to VR.
Re:Excellent news (Score:4, Informative)
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.
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I run an SLI setup and also have 3D glasses, the NVidia ones. Switching to a stereo rendering mode drops my framerate by only a few percent in general. If I'm getting 60fps on normal mode, then i'll probably get 56fps in stereo.
Of course, the Rift doesn't like SLI because SLI works by processing the next two frames on the two different cards, giving you an input lag of one extra frame. In most games this is hardly noticeable, if at all, but in the Rift it is vomit inducing.
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The problem with this is that there's a significant difference between 30FPS in VR and not.
30FPS not in VR = this looks reasonably smooth, a little slow at parts.
30FPS in VR = my brain doesn't like this and now I want to hurl.
I think keeping the requirement very high is the best thing they can do, because otherwise your statement that
there will be a lot of customers with a bad taste in their mouths and the project will go down the drain.
is going to be very true, and quite possibly in a literal sense.
Why 90 FPS? (Score:2, Funny)
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Because otherwise you'd see the 1 frame marketing ads.
1 frame?
You've not been in youtube recently right?
I think they prefer their ads to be of the several hundred frames high volume persuasion.
Whatever happened to Id Software? (Score:2)
Re:Whatever happened to Id Software? (Score:4, Funny)
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... ?
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What's the FPS of diminishing returns? (Score:3)
I try to view my vision as analog, but I've seen experiments where I miss a single frame because I'm over the age of 40. What is the maximum FPS we can view before the video looks the same? I would be guessing less than 90...
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It's not about the ability to see frames. The time between frame redraws is the minimum reaction time to user input. With a huge amount of predictive motion blur, a game could look okay at 24 frames per second, but it would play absolutely horribly. That's because your input would be delayed, jittery and slow in comparison to 90, or even 60 fps.
Head tracking is even more susceptible to this annoyance. When you look around in real life, there is no noticeable delay between your head moving and the image chan
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There are several things at play here.
One is the latency as mentioned, which is very important for VR. Heck even playing with a mouse and a regular monitor I can feel the difference between 60 Hz and 120 Hz, not to mention 30 Hz. At 30 it feels like my mouse is submerged in honey. At 60 it's decent but if you switch suddenly to 120 it you do notice that 120 is quite responsive in comparison.
Then there's also motion blur. Due to the way most LCDs currently operates, they introduce a lot of motion blur. This
Variable frame rate technology (Score:2)
Any chance we'll be seeing variable frame rate technologies like G-sync / Freesync on the Occulus? There have been some rumors, but I don't think there's been any definitive official announcement yet.
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I believe that at some point they said that those technologies were bad for VR experiences. Not sure when but I think it was in the valve developer conference.
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