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About the Author: CG Cookie

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  1. "blurring things takes resources, so roughness can be expensive to use": no, modern pbr based engines use the mip chain of reflection probes to simulate roughness; rough things are cheaper than shiny things as a result, since they sample at a lower res mip level. (roughness on ssr can be more expensive though, but ssr in VR is a no no as mentioned in the video, and by default most ssr will use a low roughness cutoff and not handle roughness at all, falling back to probe)

  2. As far as I know, there's no "double render" in VR because, as you mention is expensive. The stereo image is one of the final steps and it does not render a double camera but a double matrix AFAIK, meaning that textures, object light and all that is only rendered once, and the final step is to split and create the two angles for each eye

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