![]() Keep users in control of the camera: Cinematic cameras, or anything that takes control of camera movements away from the player, contribute to user discomfort in immersive experiences. User testing: Test with many different users, and monitor any discomfort they might experience from the VR app to prevent simulation sickness. See the following table for the recommended frame rates that you need to target for your XR platform. Optimizing your project as much as possible can improve the experience for the user. Maintain framerate: Low framerates can cause simulation sickness. The following list describes some best practices to limit the discomfort that users can experience in VR. Simulation sickness is a form of motion sickness that can affect users during immersive experiences. Assuming your content was built with 1 Unreal Unit = 1 cm, setting World To Meters to 10 will make the world appear to be very large, while setting World To Meters to 1000 will make the world appear very small. Increasing or decreasing this number will make the user feel larger or smaller in relation to the world around them. You can adjust the scale of your world using the World to Meters variable located under World Settings. This means that objects inside of Unreal are best viewed when they are 75 UU to 350 UU away from the player's camera (when using VR). Inside of UE4, 1 Unreal Unit (UU) is equal to 1 Centimeter (CM). Objects are most easily viewed in VR when they are in a range of 0.75 to 3.5 meters from the player's camera. Having the wrong scale can lead to all kinds of sensory issues for users, and could even result in simulation sickness. In the Project Settings window, choose General Settings in the Engine section.Įnsuring the correct scale of your world is one of the most important ways to help deliver the best user experience possible on VR platforms. Because of this, you should disable several general UE4 project settings that can interfere with VR applications.įollow these steps to disable general framerate settings in UE:įrom the editor's main menu, choose Edit > Project Settings to open the Project Settings window. Most VR applications implement their own procedures to control the VR frame rate. Sg.PostProcessQuality=0 VR Frame Rate Optimization You can use these settings as a starting point by copying them to your project's Config/DefaultEngine.ini file under SystemSettings. ![]() ini settings are from the UE4-powered VR demo Showdown. See the Hierarchical Z-Buffer Occlusion section in the Visibility Culling page for more details. It's recommended to disable this feature. This can be expensive for mobile VR experiences because of fill rate limits. ![]() Lower values will perform faster but will be undersampled (more blurry), while values over 1 will perform slower and will supersample (extra sharp). The following table describes some console variables and their recommended values for VR projects.ġ is the ideal resolution for the HMD that is currently being used. See the Scalability Reference for explanations and examples on scaling the graphics of your app to improve its performance or quality. In Edit > Project Settings > Rendering > Default Settings, set the Anti-Aliasing Method to Multisample Anti-Aliasing (MSAA).įrom Edit > Project Settings > Rendering > VR, enable Instanced Stereo.įor mobile VR experiences, enable Mobile Multi-View in Edit > Project Settings > Rendering > VR. Go to Edit > Project Settings > Description, and enable Start In VR.įrom Edit > Project Settings > Rendering > Forward Renderer, enable Forward Shading. ![]() This ensures that the project starts with a good framerate, and you can add only the rendering features you need.Īfter you create the project, set the following project settings to improve the performance of your apps: These settings create an Unreal project with minimal rendering features enabled. When you create a new project targeting VR platforms, start with the VR Template in the Games category, and select the following options in the Project Settings prompt: ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |