Stadium animation and VR

Hey guys,

just wanted to share our stadium animation and VR download created In UE4:

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The download for desktop and VR mode is in the video description.

Any feedback, good or bad is always beneficial. Thanks!

Cool, technical details please! :slight_smile:

Myself and my bro create this project from existing photography - we modelled everything in 3ds max.

We used UE 4.13, and was purely blueprint based as neither of us have any knowledge of c++.

The animation was done using sequencer (and finalised in Premier to cut it to the sound track).

The day and night part of the VR/desktop mode were separate levels and were linked with the same UI, and incorporated look at functionality if wearing oculus to select which mode you entered.

The project averages around 280-350 fps with a titan card.

For the people we used 4 rigged characters, each with 3 different textures and two extra textures for the away supporters, created a custom bp to array and randomise them around the stadium.

We set a deadline of 3 weeks from start to finish in the evenings, as we have day jobs it was the only chance we could get. We will post up some images tomorrow from the editor.

:slight_smile:

In editor passes of the project:

Looks fantastic, but I have to wonder why are so many people making stadiums but there are so few football games!

Thanks man! The only reason we made this is because Fifa games do not include it in their game and we are fans.

Yeah as I say its great but I just have a thirst for first person football games and I see nothing being done so I’m going crazy! :smiley: I’ve seen a few people building stadiums because of FIFA actually seems like that is the reason then!

Hi,
do I understand well, you use skeletal meshes for the people? I thought they are instanced static meshes with shader animation… How do you resolve the performance problems of them? And what is their quantity?

Yeah skeletal meshes for the people. We only used them for the video created, not in VR, as we are yet to discover a way to produce that amount of people but still run at 90fps in oculus. There is around 50,000 people in it and we can only average around 35fps on standard desktop mode so still experimenting to find a solution.

haha yeah it would be interesting to see how a first person football game works, especially in VR :slight_smile:

that would be a FPK - first person kicker :smiley:

thomboross…great work. I can see a lot of different techniques done very well.

Specifically your video caught my attention because you were able to populate the seating bowl with animated people. Two quick questions. I understand from your comments above the technique you used. However, I am little new to Ue4 and Blueprint(plenty familiar with parametric).1) I am curious if you would be willing to share your scripting or be able to point me in the right direction as to how to write a script to populate a seating bowl. Additionally you mentioned that populating the seating bowl has an effect on performance. I too am looking for the best technique to use that would be least costly performance wise. If I stumble upon any techniques I will post. With that 2) Does Ue4 have any proxy features similar to Vray(VrayProxy)? Basically a way to have the engine/program understand 1 geometry/mesh/skeleton, render it once, and use that to render duplicated objects without heavily effecting performance.

This is just a guess but you could maybe use GPU mesh particles? I think having thousands of instanced meshes (especially skeletal) would have a massive impact on the CPU, but GPU particles might mitigate that. Im not sure though I dont know much about particles systems. Create a particle system which spawns a particle on each seat.