05-13-2014 01:39 AM
05-15-2014 09:54 PM
"tomf" wrote:
All of rendering is a hack. But normal maps work significantly worse in VR than on a monitor because the combination of stereo and fine positional motion mean it is very obvious when something is a flat plane with "odd" lighting, and not actual geometry. ... One hack for these is to not use the vector to each actual eye in he lighting equations, but to instead use the vector to the "middle eye" for rendering both views. This at least avoids glaring stereo disparity, even if it doesn't look "correct". It doesn't solve the problem entirely though.
This is a tricky subject, and no doubt we'll discover other accepted techniques that don't work that well in VR.
05-15-2014 10:48 PM
05-15-2014 11:39 PM
05-16-2014 04:39 AM
05-16-2014 03:23 PM
05-16-2014 04:01 PM
"cybereality" wrote:
I don't think anyone was saying you absolutely can't use normal mapping for VR. Of course developers will want to use the available tools, and a game may already be heavily reliant on these features if being ported from 2D. The point was just that the effect is more apparently "fake" in stereo 3D and not as effective as on a monitor. As I mentioned, there are other more modern techniques that will look good (i.e. tessellation and displacement maps).
"
05-16-2014 07:14 PM
06-07-2014 12:07 AM
06-07-2014 12:41 AM
"Beta84" wrote:
So I could use parallax mapping or should I use displacement mapping / PN triangles tessellation?
02-22-2018 07:22 AM