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by robeastham 3406 days ago
* Monoscopic far field rendering for mobile VR.

Not sure how long this has been brewing, but I imagine it provides a significant performance boost.

Anyone got any experience using it from the previews?

Great work Epic!

2 comments

Right now it's extremely scene dependent. If your scene works well with it ( lots of far objects, not too many objects in the clip plane area ) it can get you 20+% perf wins. If you have a scene that doesn't work with it ( small rooms, lots of objects in the clip plane ), you're gonna lose performance, as there is a non trivial cost of running that third monoscopic view and doing the mono compositing into the stereo buffers.

The feature can be dynamically turned on or off though, so devs can work with that :)

We still have issues with transparency around the clip plane area.

What is it?
I believe it's when an object is so far in the distance that it doesn't require stereo rendering, just render it once.
What about the parallax effect though? Edit. I guess it would only apply in cases where there is nothing in the foreground?
The idea is that the parallax of two objects that are say 200 meters and 250 meters in the distance is negligible and can be ignored as long as you get the parallax correct for nearby objects.

You might have to set your nearfield scale based on the contents of the scene. It wouldn't work if there were say, some buildings at 200 meters and then mountains a kilometer away. But if you're in a cathedral with some chandeliers high up on the ceiling, cheating to remove the parallax of the chandeliers will not detract from the VR effect.

Former Psych major with a focus on perception here.

Your stereoscopic vision is good/useful only out to about 30 meters. Beyond that it's really diminishing returns.

They translate the renderbuffer for the other eye. It's far enough that the objects in the far pass don't have any significant parallax.