VR Best Practices: Putting the Fun in VR Funhouse. Amanda Bott - March 3, 2017

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Transcription:

VR Best Practices: Putting the Fun in VR Funhouse Amanda Bott - March 3, 2017

2

Overview Getting Started Design Haptics High-end Rendering Simulated Effects Audio Performance Tools Modding 3

In the Beginning 4

The Tech FleX PhysX Destruction Flow 5

6

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Early Design Decisions Design for your target platform Experience Real Buttons Haptics Determine an art style and stick to it Realistic Rendering with non-realistic design PBR Materials and Photogrammetry intentionally stylized 9

Theme 10

Haptics 11

Haptics Rigid Joint Great Feedback Constant buzzing while inside an object Overwhelming Rigid Body Rigid Joint Visible Mesh Object 12

Haptics Overlap Event Doesn t buzz constantly Less responsive to friction Tied to velocity Visible Mesh Object 13

Haptics Bow Every tick check for distance between the hands Added a tiny buzz when bow is drawn to max 14

Haptics User Options Material Based Haptics Greater fidelity in the controller 15

High-end Rendering Unreal Engine 4 Use Shadows Eye-catching Don t hold yourself to a Min Spec 16

High-end Rendering Destroys your Min Spec Have a high Min Spec OR Visual Quality suffers 17

Simulated Effects - FleX Simulated fluid in 3 dimensions at 90hz! Simulate what you can do well. 18

Simulated Effects - FleX Collision Expensive Limited Direct Interaction (from code) 19

Simulated Effects - Turbulence 20

Simulated Effects - Flow Need real-time, volumetric emitters for Flow Be mindful of your simulation 21

Simulated Effects - HairWorks Editable in UE4 Use limited dynamic lighting Place assets mindfully Temporal AA is your friend 22

Simulated Effects - Destruction Mind your chunk levels Swap for static meshes? Utilize only what you need 23

Audio Motion Tracking Hit impulses Component Velocity 24

Audio Simulated Physics - FleX No Hit Events No Overlap Events Use Containers 25

Performance Targets for VR 90 FPS (~11.11ms/frame) Give the platform 1 ms of buffer 26

Performance FCAT VR Perf recoding system 27

Performance Make sure all individuals in the pipeline are testing on an HMD 28

Performance Automated playback system 29

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Performance Settings Define your Low, Medium, High Screen Percentage MRS (Multi-Res Shading) Post Process AA Shadow Quality 31

Performance MRS 32

Performance Settings Define your Low, Medium, High Screen Percentage MRS (Multi-Res Shading) Post Process AA Shadow Quality 33

Performance Doubt about which system to blame: GPU Driver SteamVR/Oculus UE4 UE4 integrations Content OS (TH2, RS1, Win7) Settings 34

Performance Find a way to isolate the issue Automate builds Swap Drivers OS Images Form good relationships with external developers 35

Tools Unreal Engine 4 3D Coat HairWorks PhysXLab Lightwave Autodesk 3DS Max & Maya Adobe Products 36

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Modding Give it all away! 38

Modding Steam Workshop Support Asset/Map Override System Fetched User Generated Content 39

Modding Mod Kit includes: Editor All assets 40

Final Notes Look for ways to improve the player s experience Added teleport and long-distance grab Design Repeatable gameplay 41

Go make a VR experience! VRWorks https://developer.nvidia.com/vrworks GameWorks https://developer.nvidia.com/gameworks Epic Games Launcher https://epicgames.com/ Mod Kit Information https://developer.nvidia.com/vr-funhouse-mod-kit 42

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Contact us! Amanda Bott awalker@nvidia.com 44