Originally posted by vlado
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Interestingly i have found strip rendered panoramas (converted to gear vr or not) to give a more robust stereo effect than otoys native output which breaks down rapidly when rotating the hmd from side to side. Ive yet to try the new vray stereo output but still firmly stand by biased rendering in real world production environments. eliminating noise and controlling render times being key ingredients of this. For my money static animated or still 360 stereo panoramas are hard to beat especially on mobile VR. Similarly for realtime old school forward rendering path (in unity) with baked lighting and other cheap techniques will rule for some time as hmd resolutions and framerates climb way faster than gpus can keep up. Time and time again i find that despite moments of excitement such as lightfield or brigade style path tracing it is always an incremental process without 'magic' as some may claim.
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