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Livenda Reveals ‘Cinematic Temporal Anti-Aliasing’ for VR Rendering in Unity 5

Videogame development middleware is constantly improving its support for virtual reality (VR) technology. Unity Technologies is no exception to this rule, most recently adding support for the PlayStation VR head-mounted display (HMD) – then known as Project Morpheus – to its Unity 5 engine. Today, Australian technology company Livenda is announcing its own addition to the Unity engine that will allow for quality rendering of VR experiences in real time.

The company has revealed ‘Cinematic Temporally Supersampled Anti-Aliasing’, or CTAA for short. Having spent a year in development, the company claims that this new system will be able to provide ‘Cinematic Quality’ experiences that keep visuals clear while a player is in motion. The company describes it as a ‘temporal process’ in which CTAA gathers new pixel data by taking from the past and extrapolating frames for the future. These are then combined to create a final, ‘supersampled’ image. A video of its effects can currently be seen below.

Livenda notes that CTAA is compatible with all Unity 5 supported platforms, which includes the Oculus Rift, HTC Vive and, of course, PlayStation VR. It’s also noted that support for Microsoft’s mixed reality (MR) HMD, HoloLens, is also featured. Come release, the system will have ‘multiple licensing options’. Unity 5 itself doesn’t support some of these devices just yet, although the company has promised integration for each in the near future. Once released, the system will be available over on the Unity Asset store.

VRFocus will continue to follow the latest updates on all VR middleware, reporting back with the latest on them.