yeh. in vr you can’t raytrace, right? too much of a performance drop?
- well… in this case you could go with distance field reflections. they are not as accurate, since it uses the global distance field by default, but… you can use a cvar to enable mesh distance fields for reflections for a lil bump in quality. (lemme check my lowend 5.4 project. been a while i opened that.)
looks like this with “r.Lumen.Reflections.TraceMeshSDFs 1” still noisy but does a decent mirror.
- or… you have to do the scene capture 2d trick for mirrors. this capture will render a full duplicate of the scene tho. this is considered expensive. and it’s basicly the same technique as planar reflections.
this is with baked gi. the lamps need a lil bit of indirect light boost to bake decent gi. the mirror is a planar reflections.
unfortunately none of this works in the vulkan android preview. i cannot confirm it is able todo that on a vr headset.