I really enjoyed Valve’s chat at GDC on Advanced VR Rendering (GDC Vault - Advanced VR Rendering) by Alex Vlachos.
He mentions quite a few points which i took notice of and wanted to know if they were being implemented into Unreal 4.
We have the reprojection/timewarp already but Alex talks about Stenciling out and not rendering parts in the ‘overscan’ area to save processing time. He also talks about Normal maps in DXT5 and more interestingly, the normal mips being done in a better way to help with glossiness in minification scenarios.
Are any of these common to the development track for Unreal 4 ?
I understand the priority is not in VR at the moment, but is there a roadmap for specifically VR-benefiting developments ?
There’s another thread about getting distance-field raytraced shadows fixed which will be great and SLI rendering per eye sounds great in DX12 but I’d love to hear more from the UE4 team.