| ▲ | KaiserPro 44 minutes ago | |
Sorry but we did all that for previs for $big_space_movie. On a shoestring budget in 2011. > In fact, I don't think there was even a "professional" solution that offered room scale positioning before the vive. Yeah there was, you mounted some markers on your headset and attached the mocap camera on marker set. Obviously as a consumer you needed to either use vive or oculus. (and wait for them to come out, but there were other HMDs around. but they were shit and expensive) > VR headsets require more than double the graphical computation, I mean yes, but rasterising two cameras isn't usually double the processing. You deffo need to be running at higher framerate all the time though. Otherwise you feel sick (ask me how I know...) but real talk here, that demo isn't a graphics stress test. its low poly simple lighting and a skybox with a 2048x2048 texture on it. You could probably do that with a mobile phone arkit/core and those shitty little len boxes that came out in 2015. > but really we haven't had the high speed camera solutions in small packages, I mean thats not really true. LG made a phone with a 120fps camera in it in 2006. (my timing might be hazy, but its deffo been almost twenty years.) Also the other thing is the cameras don't run at that higher resolution, well not the RGB ones anyway. but thats irrelevant here, as they arent used in this sim. Also, I don't think the slam on the AVP is running at 90hz, I think a lot of the work is done with sensor fusion, as its way cheaper, faster and accurate. (Again I never took apart the AVP, only oculus. but logically it makes sense as higher frame rates means less usable light, slam is also rather expensive to run.) > And that doesn't even include transparency and applying real-world attributes of lighting and reflection onto the USDZ file, a a task that's hard to parallelize. eh? There isn't real world lighting in this. there aren't even any pbfs its just flat textures and ambient lighting. USDZ isn't some magic new world format. its a reasonably nice scene description format. Transparency is a first class primitive in 3d since for ever. You can even do transparent coloured particles (guess what Gaussian splats are...) Im not sure what the polygon budget of the AVP is. but the quest 2 topped out at about 1million in unity. I expect the AVP has more, and fancier shader support too. | ||