I have reading the presentations from Nick and Nick in Oculus Connect. Lot of info there, but I haven’t clear enough how to achieve some of the techniques they share. Normal maps in materials aren’t good, we all see it, and they talk about going to older solutions like bump offsets. So could anyone share here what are they talking about and how to set up that type of materials in the Unreal material editor? I am intrigued specially in how to do a brick wall or stone pavement look great in VR without going to a high dense polygon static mesh.
Going further, this is for Epic: would be a chance to have a small VR demo were all the workarounds, tricks and ideas shown in OC be demoed and sampled? The fake shadows in the Showdown demo looks promising, and all other stuff is also awesome and a really need to go for a 90fps experience.