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what are the Performance-killer for VR(eg.OculusQuest2)? all postprocess, all screen-space? all work

gpufoxmail
Level 3

what are the Performance-killer for VR(eg.OculusQuest2)? all postprocess, all screen-space? all works on the full-screen RenderTarget?
so,
SSAO, SSR, SSDO, etc…
Fog, Depth of Field, Bloom, MotionBlur, Tonemapping, ColorGrading, Auto Exposure, Channel Mixer, Chromatic Aberration, Grain, Lens Distortion, Panini Projection, Vignette, White Balance, etc…
pre-z ?
detailMap?
the light and shadow…is the Default ForwardRender in UE4.26/27 use Clustered ForwardRender?
only 1 DirLight, as less light(esp. DynamicLight) as possible?
bake all the Shadow except the Characters(use dynamic shadow)?
Pre-caculate for lighting and shadow, such as IBL?

how about PBR? and how to make it the most similar to a state of art PBR game on PC?
eg. how to make effcts most similar to Bloom? to AO(the old way that let artists draw on the texture)?

//
Box/SphereReflectionCapture is also not allowed to use in VR?
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how about the GPU instacing in VR? what if plant grass and trees?
//
as SSR is not able to be used, so it’ll very difficult to have Water? including water spot, puddle, river, sea?
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anything related to LightMass should not be used, eg. LightMassImportanceVolume ?

Thanks!

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