February 2017
Beginner to intermediate
288 pages
5h 25m
English
This chapter covers rendering requirements for VR. These requirements are different from those for traditional monitors, but some tricks can be implemented to ease the burden of this demanding medium.
Rendering a VR scene poses many new issues and challenges that do not exist when trying to render a traditional game or experience. VR has a strict need for low-latency rendering to avoid simulator sickness; however, in the past this part of the rendering pipeline has often been sacrificed because of the race for higher and higher performant engines.
An ideal VR experience has a motion-to-photon time (time from the sensor detecting motion to the user seeing it displayed on the screen) of ...
Read now
Unlock full access