In an effort to assist PC VR builders carry their content material to Quest 2, Meta has ported Showdown, an outdated UE4 VR graphics showcase, to the headset as a case examine in optimization greatest practices.
Showdown is a UE4 PC VR demo initially made by Epic Video games again in 2014 to point out off high-fidelity VR graphics working at 90Hz on a GTX 980 GPU at a 1,080 × 1,200 (1.3MP) per-eye decision.
Eight years later, now you can run Showdown on Quest 2 at 90Hz on the headset’s Snapdragon XR2 chip at 1,832 × 1,920 (three.5MP) per-eye decision.
Meta ported the brief demo as a case examine in optimizing PC VR content material to run on Quest 2.
And whereas the app has been closely optimized and doesn’t look nearly as good as its PC VR counterpart—respectable anti-aliasing, lighting, and high-res textures are lacking—it exhibits that builders don’t should shrink back from numerous objects, particles, and results simply because they’re focusing on Quest 2.
The video above appears to be like barely worse than the expertise within the headset itself as a consequence of a low-ish bitrate recording and the visibility of mounted foveated rendering (decrease decision within the corners of the picture), which is considerably much less seen within the headset itself as a consequence of blurring of the lens. Right here’s Showdown working on PC should you’d wish to see a comparability.
It’s not the best-looking factor we’ve seen on Quest 2, nevertheless it’s a great reminder that Quest 2’s low-power cellular chip can obtain one thing akin to PS2 graphics at 90Hz.
Meta’s Zac Drake printed a two-part breakdown of the method of profiling the app’s efficiency with the corporate’s App Spacewarp tech, and the method of optimizing the app to run at 90Hz on Quest 2.
The GTX 980 GPU (which Showdown initially focused on PC) is a minimum of six occasions extra highly effective than the GPU in Quest 2… so there was plenty of work to do.
Whereas the information is restricted to initiatives constructed with UE4, the general course of, as surmised by Drake, applies to optimizing any venture to run on the headset:Get the venture constructing and working on Quest Disable efficiency intensive options Measure baseline efficiency Optimize the stripped down venture Optimize particular person options as we re-enable them Re-enable characteristic Measure efficiency affect Optimize as wanted
Though it’s a lot attainable to get bold PC VR video games working on Quest 2, constructing from the bottom up with the headset in thoughts from the outset is certain to carry higher outcomes, as developer Vertical Robotic is hoping to show with its upcoming Purple Matter 2.
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