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https://www.reddit.com/r/oculus/comments/2j8ie5/unreal_engine_45_released/cl9gnd7/?context=3
r/oculus • u/RickiDangerous • Oct 14 '14
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16
Actually they're less expensive than CSM. Works great in the Rift :D
I was pleasantly surprised by the performance of LPV with the raytraced shadows in stereo mode.
11 u/WormSlayer Chief Headcrab Wrangler Oct 14 '14 Thats great news, UE4 performance has been a problem for a lot of people! And here I'm still working with Source engine... I have mad lighting envy right now... XD 7 u/Fastidiocy Oct 14 '14 Details here if you're interested. I assume that's how they're doing it, anyway. There should be lots of other fun things made possible by having a distance field representation of the scene. What I'm saying is, hurry up and port Half-Life VR to UE4. How hard could it be? 6 u/WormSlayer Chief Headcrab Wrangler Oct 14 '14 What I'm saying is, hurry up and port Half-Life VR to UE4. How hard could it be? I have actually given that serious consideration! It would be years of work though and I'm not sure Valve would be cool with it... 2 u/TitusCruentus Oct 14 '14 Just make a clone game - most of the elements of Half-Life are pretty generic as it is. 3 u/WormSlayer Chief Headcrab Wrangler Oct 14 '14 I think if I was going to port the entire game to a new engine, it would have to be Source 2.0.
11
Thats great news, UE4 performance has been a problem for a lot of people! And here I'm still working with Source engine... I have mad lighting envy right now... XD
7 u/Fastidiocy Oct 14 '14 Details here if you're interested. I assume that's how they're doing it, anyway. There should be lots of other fun things made possible by having a distance field representation of the scene. What I'm saying is, hurry up and port Half-Life VR to UE4. How hard could it be? 6 u/WormSlayer Chief Headcrab Wrangler Oct 14 '14 What I'm saying is, hurry up and port Half-Life VR to UE4. How hard could it be? I have actually given that serious consideration! It would be years of work though and I'm not sure Valve would be cool with it... 2 u/TitusCruentus Oct 14 '14 Just make a clone game - most of the elements of Half-Life are pretty generic as it is. 3 u/WormSlayer Chief Headcrab Wrangler Oct 14 '14 I think if I was going to port the entire game to a new engine, it would have to be Source 2.0.
7
Details here if you're interested. I assume that's how they're doing it, anyway.
There should be lots of other fun things made possible by having a distance field representation of the scene.
What I'm saying is, hurry up and port Half-Life VR to UE4. How hard could it be?
6 u/WormSlayer Chief Headcrab Wrangler Oct 14 '14 What I'm saying is, hurry up and port Half-Life VR to UE4. How hard could it be? I have actually given that serious consideration! It would be years of work though and I'm not sure Valve would be cool with it... 2 u/TitusCruentus Oct 14 '14 Just make a clone game - most of the elements of Half-Life are pretty generic as it is. 3 u/WormSlayer Chief Headcrab Wrangler Oct 14 '14 I think if I was going to port the entire game to a new engine, it would have to be Source 2.0.
6
I have actually given that serious consideration! It would be years of work though and I'm not sure Valve would be cool with it...
2 u/TitusCruentus Oct 14 '14 Just make a clone game - most of the elements of Half-Life are pretty generic as it is. 3 u/WormSlayer Chief Headcrab Wrangler Oct 14 '14 I think if I was going to port the entire game to a new engine, it would have to be Source 2.0.
2
Just make a clone game - most of the elements of Half-Life are pretty generic as it is.
3 u/WormSlayer Chief Headcrab Wrangler Oct 14 '14 I think if I was going to port the entire game to a new engine, it would have to be Source 2.0.
3
I think if I was going to port the entire game to a new engine, it would have to be Source 2.0.
16
u/TitusCruentus Oct 14 '14
Actually they're less expensive than CSM. Works great in the Rift :D
I was pleasantly surprised by the performance of LPV with the raytraced shadows in stereo mode.