首先确认问题出在哪里:经过测试只有出现在 SolarMeshWidgetComponent 这个相关。 然后想了一下,有可能是是左右眼的深度处理不一致,有这样的情况么? 可能一: https://answers.unrealengine.com/questions/88032/bug-fresnel-on-vr-oculus-lr-eye-different.html https://forums.unrealengine.com/showthread.php?45945-Translucent-Water-Material-Displacement-Banding-Issue CameraVector. This is the world space camera direction. Since virtual reality …
Tag: VR
Getting Started with VR in Unreal Engine 4
http://www.tomlooman.com/getting-started-with-vr/ This guide is for anyone who is looking to get into developing for Virtual Reality projects in …
Oculus Optimizing the Unreal Engine 4 Renderer for VR
https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/ For Farlands, the Oculus team wrote an experimental, fast, single-pass forward renderer for Unreal Engine. It’s also used in …
The Vanishing of Milliseconds: Optimizing the UE4 renderer for Ethan Carter VR
原文: https://medium.com/@TheIneQuation/the-vanishing-of-milliseconds-dfe7572d9856#.auamge3rg As a game with very rich visuals, The Vanishing of Ethan Carter (available for the Oculus …
Advanced VR Rendering Performance
作者: Alex Vlachos ValveAlex@ValveSoftware.com 这是全文的第二部分,第一部分在GDC 15的时候讲的,下面是链接: Video and slides from last year are free online: http://www.gdcvault.com/play/1021771/Advanced-VR 全篇目标就是:VR渲染如何在保证质量的前提下获得最好的性能。 全文分为四部分: Multi-GPU for VR 这一点主要考虑的方向就是GPU硬件对于性能的提升。 …
Optimizing the Unreal Engine 4 Renderer for VR
https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/ For Farlands, the Oculus team wrote an experimental, fast, single-pass forward renderer for Unreal Engine. It’s also used in Dreamdeck …