Nick and JJ, Thanks a Ton!
It helps to have some info, and I’m sure GDC has kept you busy with a number of “unmentionable” priorities.
I’m aware there are some rendering features that might not work well in VR in their current state, but I’ll make an argument to include them anyway. VR is in a very experimental mode right now. One could (and I would personally like) to build vr experiences that leverage a specific rendering feature, which is optimized to reduce usage on other rendering features in order to enable it.
As an example, I built a vr blood vessel. I have only a single dynamic light (headlight), and have other things highly optimized to run very fast on the rift. I have some headroom for a potentially expensive feature. LPV might be very cool in this instance. It’s not a full game, so it doesn’t require as many features, drawCalls, or other things that slow things down.
I’m also interested in working with digital humans, so I’ve held off some of that work in order to have sssProfile working. The scenes would be entirely based on characters, so the scene itself would be almost nil other than the character/s. This is an example where all the gpu horsepower could be focused on one expensive rendering feature, and shave away all the rest.
VR, for the time being, is full of small demos that could make good use of “targeted” advanced features. I could be wrong, and performance may be so bad that your devs are totally correct in keeping them out of my virtual hands… but I won’t really know until they can be seen.
Thanks again for the updates!
Andrew