Hollowdilnik
@hollowdilnik
Striving for better Mobile VR in Unreal Engine
ID: 1334872811559653381
https://hollowdilnik.itch.io/ 04-12-2020 14:51:07
86 Tweet
192 Followers
52 Following
Tim Sweeney Unreal Engine John Carmack Please bring back Software Occlusion Culling to UE5 - it was an essential optimization tool for mobile VR and it worked wondering in UE4.
Has anyone tried to use the VK_B10G11R11_UFLOAT_PACK32 format for the scene color on Quest 2? Floating-point values in 32 bits sounds like Mobile HDR for the price of LDR, which would be invaluable for mobile VR with Unreal Engine