Adam Andrzejczak (Technical Director, Black Drakkar Games)
Pass Type:
All Access Pass, Core Pass
Topic:
Visual Arts
Format:
Lecture
Vault Recording: TBD
Audience Level: Intermediate
Mobile VR is finally here! Well, sort of. Any team that wants to develop a modern-looking game on Meta Quest 2 has to understand the system's technical limitations and how to properly budget the game both assets and gameplay-wise.
This talk shows all the optimization techniques and tricks used in "Interkosmos 2000" in order to achieve: (pseudo) Physics-Based Rendering, dynamic, shadow-casting light, photorealistic Earth with stars visible from a moving space shuttle, and more. All of these while keeping stable 72 FPS, with hundreds of interactive, independent, movable objects placed on the level, on mobile VR using Unreal Engine 4.
Takeaway
Attendee will gain knowledge of what mobile VR systems like Meta Quest 2 can handle, and how to overcome its limits by use of special shader functions, as well as smart design and art decisions. This talk focuses mainly on GPU performance and shows how to profile and optimize VR games.
Intended Audience
The is mainly for developers of VR games, but both the art pipeline and the optimization approach presented in this talk can be easily transferred to other, non-VR, non-Unreal Engine games that struggle with GPU performance.