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Up and Coming
June 17, 2017

Human Crowd Generation in VR?

I am curious to know if anyone has any best practices for creating large crowds of people in VR? I'm talking full Assassin's Creed animated crowds with behaviors. Most of the work I've seen and worked on in VR has been minimal and low-poly of course. I wonder if this could even be pulled off considering the limitations of rendering to the headset. 

I'm open to any and all ideas to pull the effect off. Even it means- rendering out crowd sequences to stereoscopic 360 film and then using that some how as the background in the game engine. 


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2 replies

Participant
June 19, 2017
Hi,

Welcome to the Oculus Forums.

One suggestion is that you could look into using static mesh instances. Depending on the complexity of the crowd behaviors, you could essentially create a static mesh and use instances of that to test performance.

Heres a great forum post from the Unreal forums explaining this:

https://answers.unrealengine.com/questions/48384/how-do-i-create-an-instanced-static-mesh-in-bluepr.html
d3hamAuthor
Up and Coming
June 23, 2017
This has definitely helped in performance. I looked into this, this week. Thanks!