Place of realtime VR...

When you have these outstanding static VR scenes made with Vray that can be watched on pretty much any devices.

We would really need Epic to unlock the rendertargetcube’s texture resolution to higher than 2048x2048 to even have a chance to compete!!! It’s feasible but you have to edit the source code :frowning:

Wondering if realtime Vr will really add something for the user…besides motion sickness :stuck_out_tongue:

It looks great (except for the low framerate), but its pretty much impossible to add interactivity to this, so I guess thats where UE4 has the edge over Vray at the moment.

Yea it’s 18k resolution. Impossible to add interactivity and a video would cost $$$$$! The question is…does interactivity add much value for the client? I’m talking moving with a game pad, not changing materials and open doors/windows. What do you think?

They are just using stereo cubemaps. So you have still images, that means no head tracking. It also falls apart when you tilt your head or look at the top or bottom. But yes, you can make very beautiful panoramas with them.

Thank you Pjotr I didn’t know that vray could only do rotation vr and not translation vr. I’ve read the Vray guide to VR and they cleary state that a true VR experience require the content to be made inside a game engine to allow rotation/translation. Wish I had a rift to test more in-depth!

I think a lot of it right now is a wow factor “I want that”, but for a single family home I think you will lose your *** as an artist (unless those are multi million dollar homes with budgets to match) - the clients are going to want dirt cheap. For a large Architecture firm there is value in design development, client presentations and further out marketing materials.

In that video aren’t you limited to a single scene/room? If so that’s where something like UE4 wins, you can navigate through an entire project.

Yes limited to a fixed position. You’d have to make a render for each room! I think the total resolution is 18k for 1 still!!! must take a while to compute!

Even if you made a video for each room how would you stitch it together to be able to navigate at will? In any event render costs are outrageous for Vray etc. One image for my still renderings using Cycles is costing me $20.00 at a render farm x that by 30 frames a second. :open_mouth:

vr needs 75FPS and 13ms. u would need 4 Titan Z in SLI to archive that

“or more” xD

My question was not how to replicate the vray vr and make it an explorable scene in ue4. I wanted to know if ue4 realtime VR really adds much (after the wow factor) compared to static VR. Because doing the vray vr would be alot easier to produce and would run on pretty much any pc. Huge advantage for us and our clients.

And RI3dVIZ, I’ve seen a scene online somewhere where you can move from static 360 pano to static 360 pnao by clicking on small icons without your field of view. Basically it was like google street VR but inside a building! So it’s not 100% free exploration but it’s **** close and it would look photoreal and run on any browser, tablet or even phones!!!

But if the feeling happens to be much better in realtime, then I think it’s worth the extra mile and make it with ue4. Thanks guys!

I guess the big advantage of UE4 is being able to swap out materials and finishes without rendering again, the advantage of Vray etc. is quality.

I hope people don’t start to always ask for that. I find that gimmicky.

Yeah, unfortunately a lot of clients and designers can’t make up their minds or commit. It’s the I don’t know what I want until I see it scenario. Just lay down the law and tell them they need to have everything sorted prior to starting the project. :smiley:

We just need a good 360 static render and stitch out of UE4, need not be by Epic themselves?