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The Gates of Argonath in VR at 50 FPS on Unreal Engine

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Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#81
post #79
post #13

Earlier quoted context omitted.

You might get bored with a specific location but not the general concept.

I disagree. VR is cool, but just walking around with nothing to do is not that interesting now.

Do you feel the same way about real life locations? Exhibitions? Galleries?

Obviously nobody is saying "VR is the same as real life" but surely to some degree it's the content of the experience that determines whether something is interesting. Some locations would be fascinating to walk around even if there's technically "nothing to do".

I'm not much of a gamer so my interest in VR has always slanted towards towards the more passive experiences. In fact quite often don't want my enjoyment spoiled by having to complete tasks or solve puzzles just to get around.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#83

Earlier quoted context omitted.

I couldn't find the exact video, but Digital Foundry did a great breakdown on the performance bottlenecks in Unreal 5. They showed how disk speed directly influenced asset streaming, and it was pretty interesting to watch. Their HDD-speed drive choked constantly when running the UE5 demo, but a SATA SSD had enough bandwidth to handle the assets. So, it's kinda a weird spot to be. Not every scene was streaming 250mb/s…

Are these types of assets typically compressed?

Depends on the system, AFAIK. Modern consoles have so much disk bandwidth that compression is completely unnecessary, but PS5 and Xbox both have APIs for streaming and decompressing compressed assets. I haven't seen any titles using them, and it's doubtful that we'll reach a point where it's required with modern systems.

That being said, compression would be an interesting avenue to explore for SD cards and SATA drives. The performance add can be pretty marginal, but sometimes that's just what these drives need.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#84

Earlier quoted context omitted.

Wait, disk space was the limiting factor, not GPUs?

Yep, unreal is surprisingly efficient on the graphics side of things, but it also wants 70-something GB just to install and that's before it starts setting up the graphics cache which adds another 40 GB iirc.

1TB SSDs are $90.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#85
post #62

Earlier quoted context omitted.

Why by the end of next year? That seems optimistically short. Why hadn't it happened this year, or last? Nanite is great, but IMO doesnt change the equation that dramatically. The cost for a studio to manually decimate game quality versions have been small enough that of the will had been there, we could have been doing it for years.

> Why hadn't it happened this year, or last? Having loosely followed this space, I think I might actually have some input! First off, you need a VR-ready environment. Not many companies are making these, so the only people equipped to roll this out is Valve, Meta, and possibly Unreal/Epic. Valve already did this alongside Half Life Alyx; they released certain map portions so you could freely walk around them with fri…

Thoughts on the web and the role that WASM, WebGPU, and WebXR have as a distribution channel for these immersive experiences?

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#86
post #15

Am I alone in thinking most of this year's Unreal Engine demonstrations are just...not that great? Like, this is what graphics looked like on the Xbox One from nine years ago: https://halo.wiki.gallery/images/1/12/H5G-Waypoint-Swords_of...

The technology at play is about handling scaling detail. You can now use very large and very detailed models so your scenes look good from close and afar. A single shot misses the point.

What makes that shot look good are just the post effects, eg. depth of field and god rays.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#87

Earlier quoted context omitted.

> Why hadn't it happened this year, or last? Having loosely followed this space, I think I might actually have some input! First off, you need a VR-ready environment. Not many companies are making these, so the only people equipped to roll this out is Valve, Meta, and possibly Unreal/Epic. Valve already did this alongside Half Life Alyx; they released certain map portions so you could freely walk around them with fri…

Thoughts on the web and the role that WASM, WebGPU, and WebXR have as a distribution channel for these immersive experiences?

WebXR feels like a solid building-block to me. Adoption will be (and has been) shaky, but with Apple being forced to adopt third-party browser engines it's revival seems likely.

WASM is neat but extremely finnecky at the moment. I've seen cool stuff done with it, but I'm not convinced it's funny production ready yet.

WebGPU is sorta in the same boat as WASM, if a little more realistic of a bet. People will want hardware-accelerated browser experiences soon, and WebGPU will probably do most of the lifting there.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#88
post #3

I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? It will also lead to questions about the copyright of the resulting models, probably somewhat dependant on how automated this process is.

Have you read "Ready Player One"?

The author predicted that players will play a game where they will be dropped into their favorite movies, and will be given points for exactly mimicking the dialogue, inflection, and movements of the characters.

Spoiler: the first one is War Games.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#89
post #82

Thinking about it, it could be a very good tool to help cure fear of heights (or vertigo, not sure about the right term in English).

If you haven't played it, I highly recommend Richie's Plank Experience [0].

The main focus of the game is you take an elevator to the top of a building, there is a plank an you jump off it.

I've found depending on the age of the participant the experience ranges from light fun to harrowing encounter with our own fears of death. I've seen people that, if it's their first time in VR, can take nearly an hour to finally do it.

0. https://www.oculus.com/experiences/quest/1642239225880682/

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#90
post #84

Earlier quoted context omitted.

Yep, unreal is surprisingly efficient on the graphics side of things, but it also wants 70-something GB just to install and that's before it starts setting up the graphics cache which adds another 40 GB iirc.

1TB SSDs are $90.

Yes, but it's a bit hard to convince your boss to allow buying a lot of them (just 10 is already $900).
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