The problem is, the unusual projection required for that double-wide texture needs to be built into custom shaders and image effects manually. This is nearly twice as fast - or multi-pass is twice as slow - making single-pass stereo the only real option for performance-constrained VR games, especially those on the Oculus Quest, or any PC VR that aims for a high graphical fidelity and realtime lighting. In single-pass stereo, however, the left and right eye are done at the same time, using a double wide render texture containing the image for both eyes. Multi-pass is the easiest and least performant of the stereo rendering modes it renders the whole scene for left eye, and then again for the right eye, so each eye renders like a normal scene. The normal method of planar reflections - with an oblique near clip plane on a second camera - works just fine for Multi-pass VR and non-VR.
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