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Virtual Reality Art Resources Thread.

JordanN
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JordanN interpolator
GDC has shown a lot of VR technology, and I think it's shaping up to be something truly massive.

The Wiki right now is a bit sparse, so here are some more links/articles to help build on it.

Resources:

Art Rules for VR environments?
http://www.polycount.com/forum/showthread.php?t=138023

Check post 6 for Monster's informative summary.

Sony Present: Virtual Visuals: Key Lessons for Artists

ev1xFiK.jpg

http://www.roadtovr.com/sony-present-virtual-visuals-key-lessons-for-artists-working-with-vr-live-blog-2pm-pst/


Unreal Engine 4: Virtual Reality documentation
https://docs.unrealengine.com/latest/INT/Platforms/VR/index.html

Valve Presentation: Porting TF2 to VR

j3wYkS9.png
http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf


Valve Talks ‘Advanced VR Rendering’

http://www.roadtovr.com/valve-talks-advanced-vr-rendering-live-blog-5pm-pst/
dVkt6Ek.jpg

Replies

  • Axi5
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    Axi5 interpolator
    Optimus said:
    wait, since VR is mostly for games, they recommend Quads instead of Triangles? is it because of VR or has it always been like that?
    Which resources did you see this in? There might be a particular reason for it but it won't be as large and vague as "because VR". It could be tessellation or effect related.
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