SlideShare une entreprise Scribd logo
1  sur  62
Luis Cataldi & Andy Hess - Epic Games
MAKING
VR GAMES & EXPERIENCES
IN UNREAL ENGINE
VR Learning Resources in the Learn Tab
VR Learning Resources in the Learn Tab
On-ramp to exploring VR in Unreal Engine
VR Learning Resources in the Learn Tab
The latest VR info and news is most often in the Release Notes - Link
New Features
Performance Improvements
Platform Additions
Bug Fixes
Enhancements
Changes
VR Learning Resources for Unreal Engine:
Docs:
• Getting Started With VR
• UE4 VR Index Page
• VR Best Practices
• VR Cheat Sheets
• Oculus Quick Starts
• GearVR Quick Starts
VR Learning Resources for Unreal Engine:
Video:
• Integrating the Oculus Rift into UE4
• UE4 Support Stream - Developing for VR
• 2015 UE4 - VR and Unreal Engine
• Unreal Engine 4 Training Streams
VR Learning Resources for Unreal Engine:
Presentations:
• Nick and Nick – Going Off the Rails: The Making of Bullet Train
• Lessons from Integrating the Oculus Rift into UE4
Links:
• Tom Looman’s - Getting Started with VR in Unreal Engine 4
• Sam Deiter - 10 VR tips for Unreal Engine
Education Community VR for UE4:
Mitchell McCaffrey’s - Mitch VR Labs
Mitch's VR Lab - an Introduction
Mitch's VR Lab - Look Based interaction
Mitch's VR Lab - Simple Teleportation Mechanic
Mitch's VR Lab - Introduction to SteamVR
Mitch's VR Lab - Simple Head IK
Mitch’s UE4 Forum Post
Education Community VR for UE4:
Carlos Coronado - VR Olive FPS Controller
Carlos’s UE4 Forum Post
Olive VR Locomotion: Movement
Olive VR Locomotion: Shooting
Olive VR Locomotion: Menus
Let’s take a look at Carlos’s Look Based Locomotion for Annie Amber
Before we get much deeper into Unreal
Engine...
What are Mitch, Carlos, (and we) solving for?
One of the biggest issues for working in
VR is Motion/Simulation Sickness.
How is it caused?
en.wikipedia.org/wiki/Virtual_reality_sickness
Sensory conflict theory believes that sickness will occur
when a user's perception of self-motion is based on
incongruent sensory inputs from the visual
system,vestibular system, and non-
vestibular proprioceptors, and particularly so when these
inputs are at odds with the user's expectation based on
prior experience.
Five typical causes of Motion/Simulation Sickness in VR
Read more about it
1. Non-forward movements
• No unnatural movements
2. Awareness of Vection
• When a large part of the visual field moves, a viewer feels like
he has moved and that the world is stationary
3. The feeling of accelerations
4. Too much camera YAW
5. Helped by adding a static reference frame
Education Community Tips to Reduce
Motion/Simulation Sickness
Extra Credits - Simulation Sickness
Offpeak Games - 5 Design Techniques to Reduce Simulator Sickness
GDC - Designing to Minimize Simulation Sickness in VR Games
VR Best Practices, Eliminating Motion Sickness - Power of Play 2015
Education Community VR for UE4:
Mitchell McCaffrey’s - Mitch’s VR Game Template
Jun 2014 UE Forum Post of VR Game Templates
Space Shooter Template
First Person Template
UE4 VR Locomotion Techniques
Teleport Mechanic by Mitchell McCaffrey
Mitch's VR Lab Ep03 - UE4 - Simple Teleportation Mechanic
Mitch's VR Lab Ep04 - UE4 - Advanced Teleportation Mechanic
UE4 VR Locomotion Techniques
Look -Based Locomotion/Interaction by Carlos Coronado
MIND: Path to Thalamus in the UE4 and VR.
Annie Amber
Things we CAN DO in Unreal Engine to
improve VR Games and Experiences
You MUST maintain framerate
For the VR experience to feel smooth, your game needs to run on 75 hz (Oculus DK2) or even 90
hz. (HTC Vive and Oculus CV1) depending on the device. To see the current framerate type in
“stat fps” or “stat unit” (for more detailed breakdown) in your console when running the game.
Use UE4’s VR Performance Profiling Tools
To capture a single frame with GPU timings press Ctrl+Shift+, or type in “profilegpu” in the
console. This command dumps accurate timings of the GPU, you will find that certain
processes are a heavy burden on the framerate (Ambient Occlusion is one common example)
when using VR.
The GPU Profiling & Performance and Profiling docs are a good place to learn about profiling
your game.
VR Instanced Stereo Can Help
The latest 4.11 release introduces Instanced Stereo Rendering, check the video below for a comparison video of
how that works.
“Basically, we’re utilizing hardware instancing to draw both eyes simultaneously with a single draw call and
pass through the render loop. This cuts down render thread CPU time significantly and also improves GPU
performance. Bullet Train was seeing ~15 – 20% CPU improvement on the render thread and ~7 – 10%
improvement on the GPU.” – Ryan Vance.
To enable this feature in 4.11
and above, go to your Project
Settings and look for
“Instanced Stereo” under the
Rendering category.
Disable Heavy Post-Processors
Due to the demanding requirements of VR many of the advanced Post Processing features that you normally
use should be disabled. To accomplish this you will need to do the following in your level.
•Add a Post Process(PP) volume to your level if there is not already one there.
•Select the PP volume and in the Post Process Volume section enable the Unbound option so that the settings in the PP volume will
be applied to the entire level.
•Expand the Settings of the Post Process Volume and then go through each section and disable any active PP settings by enabling
that property by clicking on it and then set the value from the default, usually 1.0, to 0 to disable the feature.
•When doing this you will not need to hit every section and set all the properties to 0. Instead first disable the really heavy hitting
features like Lens Flares, Screen Space reflections, Temporal AA, SSAO, and anything else that might have an impact on
performance.
•While a lot of the features are disabled by setting things in your .INI this ensures that nothing will happen to performance if
someone deletes the .INI by mistake.
Things to keep in at the front of your mind:
LOD's and aggressive culling are a must to ensure that you are
hitting your VR performance targets.
Known issues and possible workarounds:
Parallax Mapping
Parallax mapping takes Normal mapping to the next level by accounting for depth
cues, Normal mapping does not. A Parallax mapping shader can better display
depth information, making objects appear to have more detail than they do. This is
because no matter what angle you look at, a Parallax map will always correct itself
to show you the correct depth information from that view point. The best use of a
Parallax map would be for cobblestone pathways and fine detail on surfaces.
UE4 – Lighting for VR
Dimmer lights & colors can help reduce simulation sickness.
Use Static Lighting over Stationary or Dynamic.
Make sure your Stationary / Dynamic Lights do not overlap.
Baked lighting is the best option for VR.
If using Dynamic Shadows only have one shadowing light.
Use Stat LightRendering to see current lighting cost.
Profile, Profile, Profile
Fake shadows Wherever You Can!!
Using things like fake blob shadow drop to simulate dynamic shadows are a good
general rule in order to keep VR project running at frame.
Blob shadow example. Image by Eric Chadwick
UE4 – Effects for VR
Mesh based VFX work the best for VR.
Camera Facing particles do not hold up well in VR on their own.
The Dither Temporal AA Material Function can make Opacity masked objects look
like Translucent ones.
Local Space rotation does not look correct in VR.
UE4 – Environments for VR
Reflection probes instead of screen space reflections.
Again… Texture Blob shadows are a cheap alternative to dynamic shadows.
The ** Merge Actor Tool ** can help cut down on Static Mesh draw call
without having to do work outside of UE4.
Some very important things we all need
to know about Unreal Engine.
The Unreal Engine
Framework
The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
The GameMode is the definition of
the game.
● It should include things like
the game rules and win
conditions.
● It also holds important
information about:
○ Pawn
○ PlayerContoller
○ GameState
○ PlayerState
The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
The Pawn class is the base class of
all Actors that can be controlled by
players or AI.
● The Pawn represents the
physical location, rotation,
etc. of a player or entity within
the game.
● A Character is a special type
of Pawn that has the ability to
walk around.
The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
A PlayerController is the interface
between the Pawn and the human
player controlling it.
● The PlayerController decides
what to do and then issues
commands to the Pawn (e.g.
"start crouching", "jump").
● Putting input handling or other
functionality into the
PlayerController is often
necessary.
● The PlayerController persists
throughout the game, while the
Pawn can be transient.
The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
The GameInstance is a class who’s
state persists switching of levels,
game modes, pawns etc. Where
classes like GameMode or
PlayerController are being reset
and data stored in those classes is
removed.
The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
The GameState contains the state
of the game, which could include
things like the list of connected
players, the score, where the
pieces are in a chess game, or the
list of what missions you have
completed in an open world game.
The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
A PlayerState is the state of a
participant in the game, such as a
human player or a bot that is
simulating a player. Non-player AI
that exists as part of the game
would not have a PlayerState.
The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
The HUD is the base object for
displaying elements overlaid on the
screen. Every human-controlled
player in the game has their own
instance of the AHUD class which
draws to their individual Viewport.
Base building blocks in the Unreal Engine
Actor
Base building blocks in the Unreal Engine
Any object that can be placed into a level
Actor
Pawn
Base building blocks in the Unreal Engine
Any object that can be placed into a level
Subclass of Actor and serve as an in-game avatar
Actor
Pawn
Character
Base building blocks in the Unreal Engine
Any object that can be placed into a level
Subclass of Actor and serve as an in-game avatar
Subclass of a Pawn that is intended
to be used as a player character
Pawn Controller
1-to-1 Relationship
CharacterMovementComponent
Pawn
Character
Default Pawn
Wheeled
Vehicle
CapsuleComponent
SkeletalMeshComponent
Etc.
VehicleMovementComponent
SkeletalMeshComponent
PhysicsHandle
Etc.
SpectatorPawn
DefaultPawnMovementComponent
StaticMeshComponent
CollisionComponent, Etc.
Controller
1-to-1 Relationship
How about programming
interactivity for VR?
Programming VR Interaction with Blueprints
Blueprints in Unreal Engine is a complete visual scripting system based on the
concept of using a node-based interface to create interactions from within Unreal
Editor.
Programming VR Interaction with Blueprints
Learning Blueprints through Content Examples
Hey!! We need AUDIO for VR too!!
UE4 – Audio for VR
Ambient Sound Actors in VR
Ambient Sound Actor can be used for
many purposes such as ambient
looping sounds and non-looping
sounds. Generally, the Ambient
Sound Actor conforms to the real
world where the closer you are to a
sound, the louder it will appear.
UE4 – Audio for VR
Sound Properties
You can assign a sound asset from
the Details panel by selecting an
asset from the Sound settings drop-
down menu or by highlighting a sound
asset in the Content Browser and
clicking the button.
UE4 – Audio for VR
Attenuation Properties
Attenuation is the ability of a sound
to decrease in volume as the player
moves away from it.
It is advisable to use Sound
Attenuation objects whenever
possible, if for no other reason than
to give broad control over the
settings for many Actors.
UE4 – Audio for VR
New: Stereo Spatialization
3D spatialization is now possible for
stereo audio assets.
The 3D Stereo spread parameter
defines the distance in game units
between the left and right channels
and along a vector perpendicular to
the listener-emitter vector.
UE4 – Audio for VR
Audio Volume
Audio Volumes allow you to control
and apply various sounds in your
level as well as provide an avenue
to create compartmentalized audio
zones where you can control what is
heard inside and outside of the
volume.
Additional toolsets in Unreal Engine to enhance VR:
Complete state of the art suite of AI Tools.
Additional toolsets in Unreal Engine to enhance VR:
Complete set of tools for animation retargeting
So What’s Next?
Come tomorrow at 2 P.M. and see
Unreal Engine in action.

Contenu connexe

Tendances

SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMER
SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMERSAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMER
SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMERエピック・ゲームズ・ジャパン Epic Games Japan
 
『バランワンダーワールド』でのマルチプラットフォーム対応について UNREAL FEST EXTREME 2021 SUMMER
『バランワンダーワールド』でのマルチプラットフォーム対応について  UNREAL FEST EXTREME 2021 SUMMER『バランワンダーワールド』でのマルチプラットフォーム対応について  UNREAL FEST EXTREME 2021 SUMMER
『バランワンダーワールド』でのマルチプラットフォーム対応について UNREAL FEST EXTREME 2021 SUMMERエピック・ゲームズ・ジャパン Epic Games Japan
 
[UE4]マテリアルの注意すべきこと!~テクスチャロードとSwitch~
[UE4]マテリアルの注意すべきこと!~テクスチャロードとSwitch~[UE4]マテリアルの注意すべきこと!~テクスチャロードとSwitch~
[UE4]マテリアルの注意すべきこと!~テクスチャロードとSwitch~com044
 
UE4 Saitama 初心者向けハンズオン #5 『アニメーションモンタージュ(Slotアニメーション)でコンボを作る』
UE4 Saitama 初心者向けハンズオン #5 『アニメーションモンタージュ(Slotアニメーション)でコンボを作る』UE4 Saitama 初心者向けハンズオン #5 『アニメーションモンタージュ(Slotアニメーション)でコンボを作る』
UE4 Saitama 初心者向けハンズオン #5 『アニメーションモンタージュ(Slotアニメーション)でコンボを作る』Yuuki Ogino
 
UE4のマテリアルを もっと楽しもう!~マテリアルでぐっと広がるリアルタイムCG表現の幅~
UE4のマテリアルを もっと楽しもう!~マテリアルでぐっと広がるリアルタイムCG表現の幅~ UE4のマテリアルを もっと楽しもう!~マテリアルでぐっと広がるリアルタイムCG表現の幅~
UE4のマテリアルを もっと楽しもう!~マテリアルでぐっと広がるリアルタイムCG表現の幅~ エピック・ゲームズ・ジャパン Epic Games Japan
 
徹底解説!UE4を使ったモバイルゲーム開発におけるコンテンツアップデートの極意!
徹底解説!UE4を使ったモバイルゲーム開発におけるコンテンツアップデートの極意!徹底解説!UE4を使ったモバイルゲーム開発におけるコンテンツアップデートの極意!
徹底解説!UE4を使ったモバイルゲーム開発におけるコンテンツアップデートの極意!エピック・ゲームズ・ジャパン Epic Games Japan
 
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMERエピック・ゲームズ・ジャパン Epic Games Japan
 
UE4プログラマー勉強会 in 大阪 -エンジンの内部挙動について
UE4プログラマー勉強会 in 大阪 -エンジンの内部挙動についてUE4プログラマー勉強会 in 大阪 -エンジンの内部挙動について
UE4プログラマー勉強会 in 大阪 -エンジンの内部挙動についてcom044
 
50分でわかるブループリントについて
50分でわかるブループリントについて50分でわかるブループリントについて
50分でわかるブループリントについてMasahiko Nakamura
 

Tendances (20)

SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMER
SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMERSAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMER
SAMURAI JACK開発事例:海外むけアクションゲームをオーソドックスに作ってみた UNREAL FEST EXTREME 2021 SUMMER
 
UE4で作成するUIと最適化手法
UE4で作成するUIと最適化手法UE4で作成するUIと最適化手法
UE4で作成するUIと最適化手法
 
UE4におけるレベル制作事例
UE4におけるレベル制作事例  UE4におけるレベル制作事例
UE4におけるレベル制作事例
 
『バランワンダーワールド』でのマルチプラットフォーム対応について UNREAL FEST EXTREME 2021 SUMMER
『バランワンダーワールド』でのマルチプラットフォーム対応について  UNREAL FEST EXTREME 2021 SUMMER『バランワンダーワールド』でのマルチプラットフォーム対応について  UNREAL FEST EXTREME 2021 SUMMER
『バランワンダーワールド』でのマルチプラットフォーム対応について UNREAL FEST EXTREME 2021 SUMMER
 
[UE4]マテリアルの注意すべきこと!~テクスチャロードとSwitch~
[UE4]マテリアルの注意すべきこと!~テクスチャロードとSwitch~[UE4]マテリアルの注意すべきこと!~テクスチャロードとSwitch~
[UE4]マテリアルの注意すべきこと!~テクスチャロードとSwitch~
 
UE4 Saitama 初心者向けハンズオン #5 『アニメーションモンタージュ(Slotアニメーション)でコンボを作る』
UE4 Saitama 初心者向けハンズオン #5 『アニメーションモンタージュ(Slotアニメーション)でコンボを作る』UE4 Saitama 初心者向けハンズオン #5 『アニメーションモンタージュ(Slotアニメーション)でコンボを作る』
UE4 Saitama 初心者向けハンズオン #5 『アニメーションモンタージュ(Slotアニメーション)でコンボを作る』
 
猫でも分かるUMG
猫でも分かるUMG猫でも分かるUMG
猫でも分かるUMG
 
UE4における大規模背景制作事例 最適化ワークフロー編
UE4における大規模背景制作事例 最適化ワークフロー編UE4における大規模背景制作事例 最適化ワークフロー編
UE4における大規模背景制作事例 最適化ワークフロー編
 
UE4における大規模背景制作事例 描画特殊表現編
UE4における大規模背景制作事例 描画特殊表現編UE4における大規模背景制作事例 描画特殊表現編
UE4における大規模背景制作事例 描画特殊表現編
 
UE4.17で入る新機能を一気に紹介・解説!
UE4.17で入る新機能を一気に紹介・解説!UE4.17で入る新機能を一気に紹介・解説!
UE4.17で入る新機能を一気に紹介・解説!
 
なぜなにFProperty - 対応方法と改善点 -
なぜなにFProperty - 対応方法と改善点 -なぜなにFProperty - 対応方法と改善点 -
なぜなにFProperty - 対応方法と改善点 -
 
UE4のマテリアルを もっと楽しもう!~マテリアルでぐっと広がるリアルタイムCG表現の幅~
UE4のマテリアルを もっと楽しもう!~マテリアルでぐっと広がるリアルタイムCG表現の幅~ UE4のマテリアルを もっと楽しもう!~マテリアルでぐっと広がるリアルタイムCG表現の幅~
UE4のマテリアルを もっと楽しもう!~マテリアルでぐっと広がるリアルタイムCG表現の幅~
 
徹底解説!UE4を使ったモバイルゲーム開発におけるコンテンツアップデートの極意!
徹底解説!UE4を使ったモバイルゲーム開発におけるコンテンツアップデートの極意!徹底解説!UE4を使ったモバイルゲーム開発におけるコンテンツアップデートの極意!
徹底解説!UE4を使ったモバイルゲーム開発におけるコンテンツアップデートの極意!
 
UE4をレンダラとした趣味的スピード背景ルックデブ(UE4 Environment Art Dive)
UE4をレンダラとした趣味的スピード背景ルックデブ(UE4 Environment Art Dive)UE4をレンダラとした趣味的スピード背景ルックデブ(UE4 Environment Art Dive)
UE4をレンダラとした趣味的スピード背景ルックデブ(UE4 Environment Art Dive)
 
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER
『FINAL FANTASY VII REMAKE』におけるプロファイリングと最適化事例 UNREAL FEST EXTREME 2021 SUMMER
 
UE4プログラマー勉強会 in 大阪 -エンジンの内部挙動について
UE4プログラマー勉強会 in 大阪 -エンジンの内部挙動についてUE4プログラマー勉強会 in 大阪 -エンジンの内部挙動について
UE4プログラマー勉強会 in 大阪 -エンジンの内部挙動について
 
50分でわかるブループリントについて
50分でわかるブループリントについて50分でわかるブループリントについて
50分でわかるブループリントについて
 
【UE4.25 新機能】ロードの高速化機能「IOStore」について
【UE4.25 新機能】ロードの高速化機能「IOStore」について【UE4.25 新機能】ロードの高速化機能「IOStore」について
【UE4.25 新機能】ロードの高速化機能「IOStore」について
 
CEDEC2016: Unreal Engine 4 のレンダリングフロー総おさらい
CEDEC2016: Unreal Engine 4 のレンダリングフロー総おさらいCEDEC2016: Unreal Engine 4 のレンダリングフロー総おさらい
CEDEC2016: Unreal Engine 4 のレンダリングフロー総おさらい
 
Nintendo Switch『OCTOPATH TRAVELER』はこうして作られた
Nintendo Switch『OCTOPATH TRAVELER』はこうして作られたNintendo Switch『OCTOPATH TRAVELER』はこうして作られた
Nintendo Switch『OCTOPATH TRAVELER』はこうして作られた
 

En vedette

Luis cataldi-ue4-vr-best-practices2
Luis cataldi-ue4-vr-best-practices2Luis cataldi-ue4-vr-best-practices2
Luis cataldi-ue4-vr-best-practices2Luis Cataldi
 
Intro to unreal with framework and vr
Intro to unreal with framework and vrIntro to unreal with framework and vr
Intro to unreal with framework and vrLuis Cataldi
 
Intro to VR with Unreal Engine
Intro to VR with Unreal Engine   Intro to VR with Unreal Engine
Intro to VR with Unreal Engine Unreal Engine
 
Making VR with Unreal Engine Luis Cataldi
Making VR with Unreal Engine  Luis CataldiMaking VR with Unreal Engine  Luis Cataldi
Making VR with Unreal Engine Luis CataldiUnreal Engine
 
Ue4 siggraph-nick-whiting
Ue4 siggraph-nick-whitingUe4 siggraph-nick-whiting
Ue4 siggraph-nick-whitingLuis Cataldi
 
Luis Catald IGDA Sept 2015
Luis Catald IGDA Sept 2015Luis Catald IGDA Sept 2015
Luis Catald IGDA Sept 2015Luis Cataldi
 
Luis cataldi unreal engine for educators
Luis cataldi   unreal engine for educatorsLuis cataldi   unreal engine for educators
Luis cataldi unreal engine for educatorsLuis Cataldi
 
Kim libreri-siggraph 2015
Kim libreri-siggraph 2015Kim libreri-siggraph 2015
Kim libreri-siggraph 2015Luis Cataldi
 
Luis cataldi-siggraph 2015
Luis cataldi-siggraph 2015Luis cataldi-siggraph 2015
Luis cataldi-siggraph 2015Luis Cataldi
 
Behavior Tree in Unreal engine 4
Behavior Tree in Unreal engine 4Behavior Tree in Unreal engine 4
Behavior Tree in Unreal engine 4Huey Park
 
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
 
Plug-ins & Third-Party SDKs in UE4
Plug-ins & Third-Party SDKs in UE4Plug-ins & Third-Party SDKs in UE4
Plug-ins & Third-Party SDKs in UE4Gerke Max Preussner
 
Italian Angels for Growth
Italian Angels for GrowthItalian Angels for Growth
Italian Angels for GrowthPaolo Berra
 
Design patterns
Design patternsDesign patterns
Design patternsdf
 
3Dimerce - Roel Pollen Emerce eHome 2016
3Dimerce - Roel Pollen Emerce eHome 20163Dimerce - Roel Pollen Emerce eHome 2016
3Dimerce - Roel Pollen Emerce eHome 20163DIMERCE.com
 
Gdc2003 Will Wright
Gdc2003 Will WrightGdc2003 Will Wright
Gdc2003 Will Wrightgeoffhom
 
Unreal Engine 4: Best Practices and Recent Showcases
Unreal Engine 4: Best Practices and Recent ShowcasesUnreal Engine 4: Best Practices and Recent Showcases
Unreal Engine 4: Best Practices and Recent ShowcasesDevGAMM Conference
 
Espedia Visual Enterprise Overview
Espedia Visual Enterprise OverviewEspedia Visual Enterprise Overview
Espedia Visual Enterprise OverviewEspedia Consulting
 
How broadcasters can get in the VR game with sports
How broadcasters can get in the VR game with sportsHow broadcasters can get in the VR game with sports
How broadcasters can get in the VR game with sportsETCenter
 
6강 light shadow 기초
6강 light shadow 기초6강 light shadow 기초
6강 light shadow 기초JP Jung
 

En vedette (20)

Luis cataldi-ue4-vr-best-practices2
Luis cataldi-ue4-vr-best-practices2Luis cataldi-ue4-vr-best-practices2
Luis cataldi-ue4-vr-best-practices2
 
Intro to unreal with framework and vr
Intro to unreal with framework and vrIntro to unreal with framework and vr
Intro to unreal with framework and vr
 
Intro to VR with Unreal Engine
Intro to VR with Unreal Engine   Intro to VR with Unreal Engine
Intro to VR with Unreal Engine
 
Making VR with Unreal Engine Luis Cataldi
Making VR with Unreal Engine  Luis CataldiMaking VR with Unreal Engine  Luis Cataldi
Making VR with Unreal Engine Luis Cataldi
 
Ue4 siggraph-nick-whiting
Ue4 siggraph-nick-whitingUe4 siggraph-nick-whiting
Ue4 siggraph-nick-whiting
 
Luis Catald IGDA Sept 2015
Luis Catald IGDA Sept 2015Luis Catald IGDA Sept 2015
Luis Catald IGDA Sept 2015
 
Luis cataldi unreal engine for educators
Luis cataldi   unreal engine for educatorsLuis cataldi   unreal engine for educators
Luis cataldi unreal engine for educators
 
Kim libreri-siggraph 2015
Kim libreri-siggraph 2015Kim libreri-siggraph 2015
Kim libreri-siggraph 2015
 
Luis cataldi-siggraph 2015
Luis cataldi-siggraph 2015Luis cataldi-siggraph 2015
Luis cataldi-siggraph 2015
 
Behavior Tree in Unreal engine 4
Behavior Tree in Unreal engine 4Behavior Tree in Unreal engine 4
Behavior Tree in Unreal engine 4
 
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
 
Plug-ins & Third-Party SDKs in UE4
Plug-ins & Third-Party SDKs in UE4Plug-ins & Third-Party SDKs in UE4
Plug-ins & Third-Party SDKs in UE4
 
Italian Angels for Growth
Italian Angels for GrowthItalian Angels for Growth
Italian Angels for Growth
 
Design patterns
Design patternsDesign patterns
Design patterns
 
3Dimerce - Roel Pollen Emerce eHome 2016
3Dimerce - Roel Pollen Emerce eHome 20163Dimerce - Roel Pollen Emerce eHome 2016
3Dimerce - Roel Pollen Emerce eHome 2016
 
Gdc2003 Will Wright
Gdc2003 Will WrightGdc2003 Will Wright
Gdc2003 Will Wright
 
Unreal Engine 4: Best Practices and Recent Showcases
Unreal Engine 4: Best Practices and Recent ShowcasesUnreal Engine 4: Best Practices and Recent Showcases
Unreal Engine 4: Best Practices and Recent Showcases
 
Espedia Visual Enterprise Overview
Espedia Visual Enterprise OverviewEspedia Visual Enterprise Overview
Espedia Visual Enterprise Overview
 
How broadcasters can get in the VR game with sports
How broadcasters can get in the VR game with sportsHow broadcasters can get in the VR game with sports
How broadcasters can get in the VR game with sports
 
6강 light shadow 기초
6강 light shadow 기초6강 light shadow 기초
6강 light shadow 기초
 

Similaire à Making VR Games in Unreal Engine

SEARIS 2014 Keynote - MiddleVR - Philosophy and architecture
SEARIS 2014 Keynote - MiddleVR - Philosophy and architectureSEARIS 2014 Keynote - MiddleVR - Philosophy and architecture
SEARIS 2014 Keynote - MiddleVR - Philosophy and architectureSebastien Kuntz
 
Developing Games For VR - Lessons Learned
Developing Games For VR - Lessons LearnedDeveloping Games For VR - Lessons Learned
Developing Games For VR - Lessons LearnedMartin Climatiano
 
Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - C...
Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - C...Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - C...
Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - C...Codemotion
 
Developing for Room-Scale VR Using Unity3d
Developing for Room-Scale VR Using Unity3dDeveloping for Room-Scale VR Using Unity3d
Developing for Room-Scale VR Using Unity3dRising Media, Inc.
 
BYOD: Build Your First VR Experience with Unreal Engine
BYOD: Build Your First VR Experience with Unreal EngineBYOD: Build Your First VR Experience with Unreal Engine
BYOD: Build Your First VR Experience with Unreal EngineMichael Sheyahshe
 
Virtual Training, Real Results: Exploring the Potential of VR in the Workplace
Virtual Training, Real Results: Exploring the Potential of VR in the WorkplaceVirtual Training, Real Results: Exploring the Potential of VR in the Workplace
Virtual Training, Real Results: Exploring the Potential of VR in the WorkplaceAggregage
 
Making High Quality Interactive VR with Unreal Engine Luis Cataldi
Making High Quality Interactive VR with Unreal Engine Luis CataldiMaking High Quality Interactive VR with Unreal Engine Luis Cataldi
Making High Quality Interactive VR with Unreal Engine Luis CataldiUnreal Engine
 
Making High Quality Interactive VR with Unreal Engine Luis Cataldi
Making High Quality Interactive VR with Unreal Engine Luis CataldiMaking High Quality Interactive VR with Unreal Engine Luis Cataldi
Making High Quality Interactive VR with Unreal Engine Luis CataldiLuis Cataldi
 
Building the Matrix: Your First VR App (SVCC 2016)
Building the Matrix: Your First VR App (SVCC 2016)Building the Matrix: Your First VR App (SVCC 2016)
Building the Matrix: Your First VR App (SVCC 2016)Liv Erickson
 
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VR
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VRHiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VR
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VRAugmentedWorldExpo
 
Vision Summit 16 - Tips and Tricks for VR Game Development
Vision Summit 16 - Tips and Tricks for VR Game DevelopmentVision Summit 16 - Tips and Tricks for VR Game Development
Vision Summit 16 - Tips and Tricks for VR Game DevelopmentRafael Ferrari
 
Using intel's real sense to create games with natural user interfaces justi...
Using intel's real sense to create games with natural user interfaces   justi...Using intel's real sense to create games with natural user interfaces   justi...
Using intel's real sense to create games with natural user interfaces justi...BeMyApp
 
Getting Space Pirate Trainer* to Perform on Intel® Graphics
Getting Space Pirate Trainer* to Perform on Intel® GraphicsGetting Space Pirate Trainer* to Perform on Intel® Graphics
Getting Space Pirate Trainer* to Perform on Intel® GraphicsIntel® Software
 
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018Powering Next-Gen Learning with VR and xAPI - DevLearn 2018
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018Margaret Roth
 
Migrating to real time - Learning Unreal Engine 4
Migrating to real time - Learning Unreal Engine 4Migrating to real time - Learning Unreal Engine 4
Migrating to real time - Learning Unreal Engine 4Luis Cataldi
 
Forts and Fights Scaling Performance on Unreal Engine*
Forts and Fights Scaling Performance on Unreal Engine*Forts and Fights Scaling Performance on Unreal Engine*
Forts and Fights Scaling Performance on Unreal Engine*Intel® Software
 
Improving the VR experience - VRST 2012
Improving the VR experience - VRST 2012Improving the VR experience - VRST 2012
Improving the VR experience - VRST 2012Sebastien Kuntz
 
[Project1] Information Virtual Reality [Exam]
[Project1] Information Virtual Reality [Exam][Project1] Information Virtual Reality [Exam]
[Project1] Information Virtual Reality [Exam]Yati Dumrongsukit
 

Similaire à Making VR Games in Unreal Engine (20)

SEARIS 2014 Keynote - MiddleVR - Philosophy and architecture
SEARIS 2014 Keynote - MiddleVR - Philosophy and architectureSEARIS 2014 Keynote - MiddleVR - Philosophy and architecture
SEARIS 2014 Keynote - MiddleVR - Philosophy and architecture
 
Developing Games For VR - Lessons Learned
Developing Games For VR - Lessons LearnedDeveloping Games For VR - Lessons Learned
Developing Games For VR - Lessons Learned
 
Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - C...
Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - C...Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - C...
Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - C...
 
Developing for Room-Scale VR Using Unity3d
Developing for Room-Scale VR Using Unity3dDeveloping for Room-Scale VR Using Unity3d
Developing for Room-Scale VR Using Unity3d
 
BYOD: Build Your First VR Experience with Unreal Engine
BYOD: Build Your First VR Experience with Unreal EngineBYOD: Build Your First VR Experience with Unreal Engine
BYOD: Build Your First VR Experience with Unreal Engine
 
Virtual Training, Real Results: Exploring the Potential of VR in the Workplace
Virtual Training, Real Results: Exploring the Potential of VR in the WorkplaceVirtual Training, Real Results: Exploring the Potential of VR in the Workplace
Virtual Training, Real Results: Exploring the Potential of VR in the Workplace
 
Computer graphic lecturer no 3
Computer graphic lecturer no 3Computer graphic lecturer no 3
Computer graphic lecturer no 3
 
Alexey Savchenko, Unreal Engine
Alexey Savchenko, Unreal EngineAlexey Savchenko, Unreal Engine
Alexey Savchenko, Unreal Engine
 
Making High Quality Interactive VR with Unreal Engine Luis Cataldi
Making High Quality Interactive VR with Unreal Engine Luis CataldiMaking High Quality Interactive VR with Unreal Engine Luis Cataldi
Making High Quality Interactive VR with Unreal Engine Luis Cataldi
 
Making High Quality Interactive VR with Unreal Engine Luis Cataldi
Making High Quality Interactive VR with Unreal Engine Luis CataldiMaking High Quality Interactive VR with Unreal Engine Luis Cataldi
Making High Quality Interactive VR with Unreal Engine Luis Cataldi
 
Building the Matrix: Your First VR App (SVCC 2016)
Building the Matrix: Your First VR App (SVCC 2016)Building the Matrix: Your First VR App (SVCC 2016)
Building the Matrix: Your First VR App (SVCC 2016)
 
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VR
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VRHiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VR
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VR
 
Vision Summit 16 - Tips and Tricks for VR Game Development
Vision Summit 16 - Tips and Tricks for VR Game DevelopmentVision Summit 16 - Tips and Tricks for VR Game Development
Vision Summit 16 - Tips and Tricks for VR Game Development
 
Using intel's real sense to create games with natural user interfaces justi...
Using intel's real sense to create games with natural user interfaces   justi...Using intel's real sense to create games with natural user interfaces   justi...
Using intel's real sense to create games with natural user interfaces justi...
 
Getting Space Pirate Trainer* to Perform on Intel® Graphics
Getting Space Pirate Trainer* to Perform on Intel® GraphicsGetting Space Pirate Trainer* to Perform on Intel® Graphics
Getting Space Pirate Trainer* to Perform on Intel® Graphics
 
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018Powering Next-Gen Learning with VR and xAPI - DevLearn 2018
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018
 
Migrating to real time - Learning Unreal Engine 4
Migrating to real time - Learning Unreal Engine 4Migrating to real time - Learning Unreal Engine 4
Migrating to real time - Learning Unreal Engine 4
 
Forts and Fights Scaling Performance on Unreal Engine*
Forts and Fights Scaling Performance on Unreal Engine*Forts and Fights Scaling Performance on Unreal Engine*
Forts and Fights Scaling Performance on Unreal Engine*
 
Improving the VR experience - VRST 2012
Improving the VR experience - VRST 2012Improving the VR experience - VRST 2012
Improving the VR experience - VRST 2012
 
[Project1] Information Virtual Reality [Exam]
[Project1] Information Virtual Reality [Exam][Project1] Information Virtual Reality [Exam]
[Project1] Information Virtual Reality [Exam]
 

Dernier

Mastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory InspectionMastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory InspectionSafetyChain Software
 
URLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website AppURLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website AppCeline George
 
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdfssuser54595a
 
Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3JemimahLaneBuaron
 
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptxContemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptxRoyAbrique
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdfQucHHunhnh
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptxVS Mahajan Coaching Centre
 
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...EduSkills OECD
 
How to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptxHow to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptxmanuelaromero2013
 
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Sapana Sha
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeThiyagu K
 
Interactive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationInteractive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationnomboosow
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxheathfieldcps1
 
Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17Celine George
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingTechSoup
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxiammrhaywood
 

Dernier (20)

Mastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory InspectionMastering the Unannounced Regulatory Inspection
Mastering the Unannounced Regulatory Inspection
 
TataKelola dan KamSiber Kecerdasan Buatan v022.pdf
TataKelola dan KamSiber Kecerdasan Buatan v022.pdfTataKelola dan KamSiber Kecerdasan Buatan v022.pdf
TataKelola dan KamSiber Kecerdasan Buatan v022.pdf
 
URLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website AppURLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website App
 
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
 
Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3
 
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptxContemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
Contemporary philippine arts from the regions_PPT_Module_12 [Autosaved] (1).pptx
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
 
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
 
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
 
How to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptxHow to Make a Pirate ship Primary Education.pptx
How to Make a Pirate ship Primary Education.pptx
 
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111Call Girls in Dwarka Mor Delhi Contact Us 9654467111
Call Girls in Dwarka Mor Delhi Contact Us 9654467111
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 
Interactive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationInteractive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communication
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
 
Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
 

Making VR Games in Unreal Engine

  • 1. Luis Cataldi & Andy Hess - Epic Games MAKING VR GAMES & EXPERIENCES IN UNREAL ENGINE
  • 2. VR Learning Resources in the Learn Tab
  • 3. VR Learning Resources in the Learn Tab
  • 4.
  • 5. On-ramp to exploring VR in Unreal Engine
  • 6. VR Learning Resources in the Learn Tab
  • 7. The latest VR info and news is most often in the Release Notes - Link
  • 8. New Features Performance Improvements Platform Additions Bug Fixes Enhancements Changes
  • 9. VR Learning Resources for Unreal Engine: Docs: • Getting Started With VR • UE4 VR Index Page • VR Best Practices • VR Cheat Sheets • Oculus Quick Starts • GearVR Quick Starts
  • 10. VR Learning Resources for Unreal Engine: Video: • Integrating the Oculus Rift into UE4 • UE4 Support Stream - Developing for VR • 2015 UE4 - VR and Unreal Engine • Unreal Engine 4 Training Streams
  • 11. VR Learning Resources for Unreal Engine: Presentations: • Nick and Nick – Going Off the Rails: The Making of Bullet Train • Lessons from Integrating the Oculus Rift into UE4 Links: • Tom Looman’s - Getting Started with VR in Unreal Engine 4 • Sam Deiter - 10 VR tips for Unreal Engine
  • 12. Education Community VR for UE4: Mitchell McCaffrey’s - Mitch VR Labs Mitch's VR Lab - an Introduction Mitch's VR Lab - Look Based interaction Mitch's VR Lab - Simple Teleportation Mechanic Mitch's VR Lab - Introduction to SteamVR Mitch's VR Lab - Simple Head IK Mitch’s UE4 Forum Post
  • 13. Education Community VR for UE4: Carlos Coronado - VR Olive FPS Controller Carlos’s UE4 Forum Post Olive VR Locomotion: Movement Olive VR Locomotion: Shooting Olive VR Locomotion: Menus Let’s take a look at Carlos’s Look Based Locomotion for Annie Amber
  • 14. Before we get much deeper into Unreal Engine... What are Mitch, Carlos, (and we) solving for?
  • 15. One of the biggest issues for working in VR is Motion/Simulation Sickness.
  • 16. How is it caused?
  • 17. en.wikipedia.org/wiki/Virtual_reality_sickness Sensory conflict theory believes that sickness will occur when a user's perception of self-motion is based on incongruent sensory inputs from the visual system,vestibular system, and non- vestibular proprioceptors, and particularly so when these inputs are at odds with the user's expectation based on prior experience.
  • 18. Five typical causes of Motion/Simulation Sickness in VR Read more about it 1. Non-forward movements • No unnatural movements 2. Awareness of Vection • When a large part of the visual field moves, a viewer feels like he has moved and that the world is stationary 3. The feeling of accelerations 4. Too much camera YAW 5. Helped by adding a static reference frame
  • 19. Education Community Tips to Reduce Motion/Simulation Sickness Extra Credits - Simulation Sickness Offpeak Games - 5 Design Techniques to Reduce Simulator Sickness GDC - Designing to Minimize Simulation Sickness in VR Games VR Best Practices, Eliminating Motion Sickness - Power of Play 2015
  • 20. Education Community VR for UE4: Mitchell McCaffrey’s - Mitch’s VR Game Template Jun 2014 UE Forum Post of VR Game Templates Space Shooter Template First Person Template
  • 21. UE4 VR Locomotion Techniques Teleport Mechanic by Mitchell McCaffrey Mitch's VR Lab Ep03 - UE4 - Simple Teleportation Mechanic Mitch's VR Lab Ep04 - UE4 - Advanced Teleportation Mechanic
  • 22. UE4 VR Locomotion Techniques Look -Based Locomotion/Interaction by Carlos Coronado MIND: Path to Thalamus in the UE4 and VR. Annie Amber
  • 23. Things we CAN DO in Unreal Engine to improve VR Games and Experiences
  • 24. You MUST maintain framerate For the VR experience to feel smooth, your game needs to run on 75 hz (Oculus DK2) or even 90 hz. (HTC Vive and Oculus CV1) depending on the device. To see the current framerate type in “stat fps” or “stat unit” (for more detailed breakdown) in your console when running the game.
  • 25. Use UE4’s VR Performance Profiling Tools To capture a single frame with GPU timings press Ctrl+Shift+, or type in “profilegpu” in the console. This command dumps accurate timings of the GPU, you will find that certain processes are a heavy burden on the framerate (Ambient Occlusion is one common example) when using VR. The GPU Profiling & Performance and Profiling docs are a good place to learn about profiling your game.
  • 26. VR Instanced Stereo Can Help The latest 4.11 release introduces Instanced Stereo Rendering, check the video below for a comparison video of how that works. “Basically, we’re utilizing hardware instancing to draw both eyes simultaneously with a single draw call and pass through the render loop. This cuts down render thread CPU time significantly and also improves GPU performance. Bullet Train was seeing ~15 – 20% CPU improvement on the render thread and ~7 – 10% improvement on the GPU.” – Ryan Vance. To enable this feature in 4.11 and above, go to your Project Settings and look for “Instanced Stereo” under the Rendering category.
  • 27. Disable Heavy Post-Processors Due to the demanding requirements of VR many of the advanced Post Processing features that you normally use should be disabled. To accomplish this you will need to do the following in your level. •Add a Post Process(PP) volume to your level if there is not already one there. •Select the PP volume and in the Post Process Volume section enable the Unbound option so that the settings in the PP volume will be applied to the entire level. •Expand the Settings of the Post Process Volume and then go through each section and disable any active PP settings by enabling that property by clicking on it and then set the value from the default, usually 1.0, to 0 to disable the feature. •When doing this you will not need to hit every section and set all the properties to 0. Instead first disable the really heavy hitting features like Lens Flares, Screen Space reflections, Temporal AA, SSAO, and anything else that might have an impact on performance. •While a lot of the features are disabled by setting things in your .INI this ensures that nothing will happen to performance if someone deletes the .INI by mistake.
  • 28. Things to keep in at the front of your mind: LOD's and aggressive culling are a must to ensure that you are hitting your VR performance targets.
  • 29. Known issues and possible workarounds: Parallax Mapping Parallax mapping takes Normal mapping to the next level by accounting for depth cues, Normal mapping does not. A Parallax mapping shader can better display depth information, making objects appear to have more detail than they do. This is because no matter what angle you look at, a Parallax map will always correct itself to show you the correct depth information from that view point. The best use of a Parallax map would be for cobblestone pathways and fine detail on surfaces.
  • 30. UE4 – Lighting for VR Dimmer lights & colors can help reduce simulation sickness. Use Static Lighting over Stationary or Dynamic. Make sure your Stationary / Dynamic Lights do not overlap. Baked lighting is the best option for VR. If using Dynamic Shadows only have one shadowing light. Use Stat LightRendering to see current lighting cost. Profile, Profile, Profile
  • 31. Fake shadows Wherever You Can!! Using things like fake blob shadow drop to simulate dynamic shadows are a good general rule in order to keep VR project running at frame. Blob shadow example. Image by Eric Chadwick
  • 32. UE4 – Effects for VR Mesh based VFX work the best for VR. Camera Facing particles do not hold up well in VR on their own. The Dither Temporal AA Material Function can make Opacity masked objects look like Translucent ones. Local Space rotation does not look correct in VR.
  • 33. UE4 – Environments for VR Reflection probes instead of screen space reflections. Again… Texture Blob shadows are a cheap alternative to dynamic shadows. The ** Merge Actor Tool ** can help cut down on Static Mesh draw call without having to do work outside of UE4.
  • 34. Some very important things we all need to know about Unreal Engine.
  • 36. The Unreal Engine Framework GameInstance GameMode Pawn Class HUD Class PlayerController Class GameState Class PlayerState Class
  • 37. The Unreal Engine Framework GameInstance GameMode Pawn Class HUD Class PlayerController Class GameState Class PlayerState Class The GameMode is the definition of the game. ● It should include things like the game rules and win conditions. ● It also holds important information about: ○ Pawn ○ PlayerContoller ○ GameState ○ PlayerState
  • 38. The Unreal Engine Framework GameInstance GameMode Pawn Class HUD Class PlayerController Class GameState Class PlayerState Class The Pawn class is the base class of all Actors that can be controlled by players or AI. ● The Pawn represents the physical location, rotation, etc. of a player or entity within the game. ● A Character is a special type of Pawn that has the ability to walk around.
  • 39. The Unreal Engine Framework GameInstance GameMode Pawn Class HUD Class PlayerController Class GameState Class PlayerState Class A PlayerController is the interface between the Pawn and the human player controlling it. ● The PlayerController decides what to do and then issues commands to the Pawn (e.g. "start crouching", "jump"). ● Putting input handling or other functionality into the PlayerController is often necessary. ● The PlayerController persists throughout the game, while the Pawn can be transient.
  • 40. The Unreal Engine Framework GameInstance GameMode Pawn Class HUD Class PlayerController Class GameState Class PlayerState Class The GameInstance is a class who’s state persists switching of levels, game modes, pawns etc. Where classes like GameMode or PlayerController are being reset and data stored in those classes is removed.
  • 41. The Unreal Engine Framework GameInstance GameMode Pawn Class HUD Class PlayerController Class GameState Class PlayerState Class The GameState contains the state of the game, which could include things like the list of connected players, the score, where the pieces are in a chess game, or the list of what missions you have completed in an open world game.
  • 42. The Unreal Engine Framework GameInstance GameMode Pawn Class HUD Class PlayerController Class GameState Class PlayerState Class A PlayerState is the state of a participant in the game, such as a human player or a bot that is simulating a player. Non-player AI that exists as part of the game would not have a PlayerState.
  • 43. The Unreal Engine Framework GameInstance GameMode Pawn Class HUD Class PlayerController Class GameState Class PlayerState Class The HUD is the base object for displaying elements overlaid on the screen. Every human-controlled player in the game has their own instance of the AHUD class which draws to their individual Viewport.
  • 44. Base building blocks in the Unreal Engine
  • 45. Actor Base building blocks in the Unreal Engine Any object that can be placed into a level
  • 46. Actor Pawn Base building blocks in the Unreal Engine Any object that can be placed into a level Subclass of Actor and serve as an in-game avatar
  • 47. Actor Pawn Character Base building blocks in the Unreal Engine Any object that can be placed into a level Subclass of Actor and serve as an in-game avatar Subclass of a Pawn that is intended to be used as a player character
  • 51. Programming VR Interaction with Blueprints Blueprints in Unreal Engine is a complete visual scripting system based on the concept of using a node-based interface to create interactions from within Unreal Editor.
  • 52. Programming VR Interaction with Blueprints Learning Blueprints through Content Examples
  • 53. Hey!! We need AUDIO for VR too!!
  • 54. UE4 – Audio for VR Ambient Sound Actors in VR Ambient Sound Actor can be used for many purposes such as ambient looping sounds and non-looping sounds. Generally, the Ambient Sound Actor conforms to the real world where the closer you are to a sound, the louder it will appear.
  • 55. UE4 – Audio for VR Sound Properties You can assign a sound asset from the Details panel by selecting an asset from the Sound settings drop- down menu or by highlighting a sound asset in the Content Browser and clicking the button.
  • 56. UE4 – Audio for VR Attenuation Properties Attenuation is the ability of a sound to decrease in volume as the player moves away from it. It is advisable to use Sound Attenuation objects whenever possible, if for no other reason than to give broad control over the settings for many Actors.
  • 57. UE4 – Audio for VR New: Stereo Spatialization 3D spatialization is now possible for stereo audio assets. The 3D Stereo spread parameter defines the distance in game units between the left and right channels and along a vector perpendicular to the listener-emitter vector.
  • 58. UE4 – Audio for VR Audio Volume Audio Volumes allow you to control and apply various sounds in your level as well as provide an avenue to create compartmentalized audio zones where you can control what is heard inside and outside of the volume.
  • 59. Additional toolsets in Unreal Engine to enhance VR: Complete state of the art suite of AI Tools.
  • 60. Additional toolsets in Unreal Engine to enhance VR: Complete set of tools for animation retargeting
  • 62. Come tomorrow at 2 P.M. and see Unreal Engine in action.