eyes wide open - amir ebrahimi
Post on 15-Apr-2017
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Eyes Wide Open(VR Practicum)
Amir EbrahimiPrincipal Software Engineer, Labs
Pete MossVR Dude, Creative Content Studio
No, srsly. Why this talk?To save you time gathering info:• Business / market• Technical• Design• Marketing
“If you’re sitting here wondering, how am I going to make money with VR? Then I’d definitely suggest looking at
the business-to-business side of things”Julien Lynge, ArchVirtual
at Vision Summit 2016
…we expect 2016 will be a year of experimentationPaul Lee / Duncan Stewart, Deloitte
from TMT Predictions 2016
…2016 is going to be a modest introductory year instead of a bang from rags to riches
Neil Schneider, Executive Director of ITAfrom “Reality or Delusion?” Gamasutra article
DevicesMobileGoogle Cardboard
Premium MobileSamsung GearVR
Desktop-classOculus Rift
HTC Vive
Sony PlaystationVR
Tween-rangeOSVR Devices
Sulon Q
Release Date / Price / UnitsCategory Devices Release Date Price Units Shipped / Estimated
Mobile
Google Cardboard Available now on many mobile devices $14.99 - $119 5M (Actual)
Premium Mobile
Samsung GearVR Available now $99.99 <100K / 3M (2016)
Tween-
range
OSVR Devices Available now (many vendors) $299.99 ???
Sulon Q Spring 2016 ??? ???
Desktop-class
Oculus Rift March 28, 2016 $599 150K - 3M ???
HTC Vive April 5, 2016 $799 150K - 1M ???
Sony PlaystationVR
Nothing official (rumored to be in April) Nothing official 1.4 - 3.5M ???
FeaturesCategor
y Devices Head Tracking Room Scale Tracked
Controllers Unity 5 Integration Storefront
Mobile
Google Cardboard
SDK Download (Soon to be native) In-app + App Stores
Premium
Mobile
Samsung GearVR
Native + Optional Download In-app + App Stores
Tween-
range
OSVR Devices w/ some trackers
some support SDK Download
Sulon Q ??? ???
Deskto-class
Oculus Rift w/ multiple trackers
coming soon
Native + Optional Download Oculus Home
HTC Vive Native + Optional Download Steam
Sony PlaystationVR Native
Maintaining Framerate
• Baked Lighting / GI• Occlusion Culling• Batching – built-in or MeshBaker• Share materials to reduce draw calls• LOD - Simplygon• Full Screen image effects are expensive!!• VR Specific Optimizations
Render thread
Main thread
14.3
10.65.3
5.3
5.4 7.4
11.05.4
5.4+DW 4.0
7.35.4+DW
5.4+DW+RL 1.9
7.25.4+DW+RL
Time in MS
DW: Double wide
renderingRL: Render Loop Jobs
(Experimental)
Other Considerations• World Space UI• Camera Distance for best 3D is 2 to 3 meters from actionSound Spatializers (HRTF)• RealSpace3D from VisiSonics• Oculus Spatializer• Phonon from Impulsonic
How do I design VR apps?• VR augment or VR native?• Our opinion – VR First!• You must try it out to see what works• More resources in PDF
Design ConsiderationsDesign for:• Widest reach?• Potential Sales?• Studio Survival?Build for comfort / avoid motion-sickness
Best Practices• Frame Rate is KING!• Dropped frames are not worth better graphics• “Toon” graphics are accepted by the brain• Optimize early and often• Avoid CPU spikes on complex math or physics• Reduce poly count and texture size• Every optimization has a benefit, no matter how marginal!
Interface Design• Be close to the action and any UI• UI should fit in the players viewport• Pausing the game should allow user to look around still• Do sane things (i.e. fade the colors) if the user leaves tracking• Help them find their way back! Sound may help• Don’t rely on pure stereo parallax – add other cues• Keep your world self-contained – no gaps in geo
Marketing your VR app• Made With Unity! http://madewith.unity.com• VR forums (even one at forum.unity3d.com)• UploadVR, RoadToVR, reddit, other sites• Oculus Share, Steam• Have as many people try it as possible; conferences / expos• Join the community of VR developers. We love to share!
Future• Authoring VR in VR• HRTF still not ubiquitous – yet!• Apple and Google are worth watching, along with “little guys”• Impact of AR? (Hololens, Meta, Magic Leap)
Closing Remarks• Deloitte says VR in 2016 will be the year for experimentation• Few buyers of games at first• Enterprise adoption will start• No time to waste! Get to it!
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