I'm making 30 VR projects in 30 days to learn
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I'm making 30 VR projects in 30 days to learn
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Re: I'm making 30 VR projects in 30 days to learn
#2Re: I'm making 30 VR projects in 30 days to learn
#3What's holding the camera in the day 2 project?
Re: I'm making 30 VR projects in 30 days to learn
#4Re: I'm making 30 VR projects in 30 days to learn
#5Google Trends on VR search queries: https://trends.google.com/trends/explore?q=vr,psvr,%2Fm%2F0k...
(interesting here is the decline after the peak)
Same query again but with 'iphone' this time (to represent the mobile space and its size compared to VR): https://trends.google.com/trends/explore?q=vr,psvr,%2Fm%2F0k...
Re: I'm making 30 VR projects in 30 days to learn
#6Can anyone explain what's radically different in "VR dev" compared to "3D dev" (from the graphics programmer perspective)?
You also need to keep an untraditionally high frame rate without dropping frames (90 FPS on the desktop headsets), which also has significant performance/app architecture implications.
It's actually not that radically different in terms of graphics; a game programmer should feel right at home.
The harder part is the UX implications when you realize "controlling the camera" is no longer in your hands. That might require fundamentally rethinking how your game and/or app functions.
Re: I'm making 30 VR projects in 30 days to learn
#7Can anyone explain what's radically different in "VR dev" compared to "3D dev" (from the graphics programmer perspective)?
The cynic in me thinks that perhaps "VR tutorial" gets more clicks these days ;)
Re: I'm making 30 VR projects in 30 days to learn
#8Can anyone explain what's radically different in "VR dev" compared to "3D dev" (from the graphics programmer perspective)?
You render twice per frame: half the "screen" rendered with a camera at ([-eyeOffset, 0, 0] * cameraRot) and the other rendered with a camera at ([+eyeOffset, 0, 0] * cameraRot). The main thing is this has some surprising performance implications (such as geometry complexity being more important than shader fillrate). You also need to keep an untraditionally high frame rate without dropping frames (90 FPS on the desk…
For this reason there's been a trend back towards forward rendering, with some modern twists to efficiently handle many dynamic lights like deferred does. UE4 for example:
https://docs.unrealengine.com/latest/INT/Engine/Performance/... | https://youtu.be/6kfMVxNSowM?t=3046
Re: I'm making 30 VR projects in 30 days to learn
#9Can anyone explain what's radically different in "VR dev" compared to "3D dev" (from the graphics programmer perspective)?
Re: I'm making 30 VR projects in 30 days to learn
#10Slightly OT: Google Trends on VR search queries: https://trends.google.com/trends/explore?q=vr,psvr,%2Fm%2F0k... (interesting here is the decline after the peak) Same query again but with 'iphone' this time (to represent the mobile space and its size compared to VR): https://trends.google.com/trends/explore?q=vr,psvr,%2Fm%2F0k...