dburne Posted June 26, 2023 Share Posted June 26, 2023 One thing I would love to see is native Open XR support for VR, and also if possible Quad View support for VR. The latter I am not real sure what all would be involved there - I can tell you for headsets that have quad view and games that support quad view, Dynamic Foveated Rendering with eye tracking can be used to very signicantly increase VR performance. We have seen this implemented successfully in DCS for Quest Pro and Varjo Aero. I understand Pimax Crystal will be getting it as well. I have the Varjo Aero and can tell you in DCS my performance boost running with eye tracked DFR was astounding. I also understand similar is being done in MSFS 2020 now as well with good success. Open XR is needed as Steam VR does not have quad view support currently. 3 Quote Link to comment Share on other sites More sharing options...
Dartag Posted September 27, 2023 Share Posted September 27, 2023 And a quite good VR OPTIMIZATION... 3 Quote Link to comment Share on other sites More sharing options...
Obiwanshinobi Posted May 4 Share Posted May 4 Yes please. box is good but suffers from micro stutters when rolling the plane and when looking at the trees below. I have a good feeling about this engine. Quote Link to comment Share on other sites More sharing options...
Aapje Posted May 4 Share Posted May 4 On 6/26/2023 at 4:51 PM, dburne said: One thing I would love to see is native Open XR support for VR, and also if possible Quad View support for VR. The latter I am not real sure what all would be involved there OpenXR is a plugin for Unreal Engine, so it should be relatively easy to support. Quad View Foveated Rendering does not seem natively supported in Unreal Engine (yet). There is some stuff specific to Quest headsets that seems to work. But the OpenXR standard only started to support is as a general extension, so it may be a while before Unreal supports it properly for all headsets with eye tracking. Quote Link to comment Share on other sites More sharing options...
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