[Go / Gear VR] Are UE 4.20 updates relevant to mobile VR ?
@imperativity
4.20 preview 1 is out and it has some interesting goodies: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1485599-unreal-engine-4-20-preview
I am wondering if any of those goodies relevant to Go / Gear VR (GLES2 and Vulkan in the nearest future):
Instanced Stereo Rendering: Translucency Support. We’ve taken the improvements to the Instance Stereo Rendering (ISR) path that we made for Robo Recall, and improved them to work across a more robust set of features in the engine. 4.20 adds support for performing the translucency rendering pass using ISR, which can significantly reduce CPU cost on translucency-heavy scenes
Mobile Updates:
4.20 preview 1 is out and it has some interesting goodies: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1485599-unreal-engine-4-20-preview
I am wondering if any of those goodies relevant to Go / Gear VR (GLES2 and Vulkan in the nearest future):
Instanced Stereo Rendering: Translucency Support. We’ve taken the improvements to the Instance Stereo Rendering (ISR) path that we made for Robo Recall, and improved them to work across a more robust set of features in the engine. 4.20 adds support for performing the translucency rendering pass using ISR, which can significantly reduce CPU cost on translucency-heavy scenes
Mobile Updates:
- All of the mobile improvements and optimizations we’ve made for Fortnite on iOS and Android
- Improved Android Debugging
- Mobile Landscape Improvements
- RHO Thread on Android
- Occlusion Queries on Mobile
- Software Occlusion Culling
- Platform Material Stats
- Improve Mobile Specular Lighting Model
