Umbra Software has announced new tools for simplifying virtual reality (VR) optimisation in videogames at the Game Developers Conference (GDC) this week. The company is preparing to add VR intergration into its Umbra 3 Visibility Solution tool, allowing for automatic optimisation that hopes to do away with much of the manual calibration of VR. Once available, the tools will be able to help developers working on VR headsets such as the Oculus Rift.
The software is said to cut down on the overall CPU and GPU time used to make titles VR compatible. It can assess 3D scenes and models to determine where visible pixels are produced on screen at any camera angle. Many similar solutions will do this twice, one for both of the images being displayed to create to VR effect. The Umbra 3 solution does this to both of the images in one go, reducing processing time.
The savings in time, budget and space will help developers get the most out of their titles, the company claims. It’s Umbra’s hope that this solution will allow many teams to get their titles running in 120 frames per second (fps), which is the ideal frame rate for using the Oculus Rift’s Crystal Cove prototype.
Umbra will be showing off its new technology to both the press and developers at GDC in San Francisco this week. It didn’t make mention of when it would make its tools more readily available, although hopefully developers will be able to get their hands on it as soon as possible. The tech is being used in upcoming videogames like Destiny and The Witcher 3: Wild Hunt. VRFocus will continue to follow the technology and report back on all the latest.
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