Tips and Tricks to Get the Most out of Your Virtual-Reality Experiences in Stingray

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1 Tips and Tricks to Get the Most out of Your Virtual-Reality Experiences in Stingray Olivier Dionne Software Development Manager Benjamin Slapcoff Software Engineer Andrew Grant Product Manager Join the conversation #AU2016

2 Outline Stingray Renderer Overview Profiler and VR Optimizations Building Immersive Experiences Content Tips and Tricks

3 Warhammer Vermintide - Fatshark, [PC PS4 XBox]

4 Hamiltons War of the Great Roses- Adventure Fatshark -[PC] Fatshark [PC/PS3/Android]

5 Helldivers - Arrowhead (Sony) [PC PS4 PS3 PS Vita]

6 Gauntlet - Arrowhead (Sony) [PS4, PC]

7 The Showdown Effect - Arrowhead [PC]

8 Autodesk Stingray V1.6

9 Autodesk Stingray V1.6

10 Autodesk Stingray V1.6

11 Autodesk Stingray V1.6

12 Autodesk Stingray V1.6

13 Flexible Data-Driven Renderer Shaders, resource creation, resource manipulation and flow of rendering pipeline entirely defined in data Data is expressed in SJSON Hot-reloadable for quick iteration times Allows for fast experimentation and debugging

14 Stingray render_config Ties all rendering sub-systems Dictates the order of operations for a frame Defines quality settings, device capabilities and default shader libraries to load Three key ingredients Resource sets memory allocations / deallocations Resource generators resource updating Layer configurations frame scheduling

15 Challenges in VR High refresh rates: 90Hz (11.11ms per frame) Frame buffer: 2160x1200 Super sampled to reduce aliasing artifacts Off-screen buffer scaled by 1.5x in each dimension (3240x1800) Shaded visible pixels Resolution Refresh Rate (Hz) MPixels per Second 720p p p VR (3240x1800)

16 Stingray VR Humble beginnings Sequential stereo rendering Two distinct scene cameras to represent eyes. Submit entire scene for left eye, then resubmit scene again for right eye. Pros: Easiest strategy to start supporting VR devices and their tracking systems Cons: Inefficient: Draw calls and state changes are doubled Not CPU or GPU cache friendly!

17 Stingray VR Humble beginnings Live Design Booth AU2015

18 Stingray Profiler

19 Stingray Profiler

20 Stingray Profiler

21 Stingray Profiler

22 Stingray VR Humble beginnings Gentlemen, we can rebuild him. We have the technology

23 Stingray VR Optimizations Frustums are a big deal Culling Cascaded shadow mapping Clustered shading

24 Stingray VR Optimizations Compute single compound frustum to incorporate both eyes L R

25 Stingray VR Optimizations Bail early on non-visible (depth and stencil compare)

26 Stingray VR Optimizations GPU geometry instancing to render in stereo Geometry instance count doubled Even instances clip position scaled and shifted left Odd instances clip position scaled and shifted right Dynamic clip plane

27 Stingray VR - Today

28 Stingray VR What s Next Adaptive quality Foveated rendering Multi GPU support Mobile optimizations

29 Building VR Experiences using Stingray

30 Stingray VR Templates Template for both Oculus and HTC Vive Very similar functionality exposed in both the Lua API and Flow

31

32

33 Stingray VR Templates Template for both Oculus and HTC Vive Very similar functionality exposed in both the Lua API and Flow Initialization in respective lua files (steam_vr.lua/oculus.lua) VR settings in settings.ini A lot of premade functionality present in the templates

34

35 First Example: Teleportation

36

37 Teleporting with a fade transition

38 Teleportation Marker

39 Last improvement

40 Without Local Position Adjustment With Local Position Adjustment

41 Final Result

42

43 Second example: Picking up objects

44 Second example: Picking up objects

45 Multi-threaded game engine (Game thread, Render thread, GPU thread, etc). GPU thread operates 2 frames behind Game Thread VR Trackers updated on Render Thread

46

47 Documentation and Online Resources

48 Optimizing Content For VR in Stingray

49 Don t make me sick

50

51 Typical Optimization Checklist Is overdraw set too high? Am I running too many post-processes? Am I rendering too many polygons? Am I running out of GPU texture memory? Am I casting too many shadows? (batches)

52 Render Settings overdraw and anti-aliasing Reduce overdraw to 1.4 Templates are 1.6 by default Disable TAA Enable FXAA

53 Post Processes Disable all un-necessary post processes Keep: Bloom Auto-Exposure

54 Poly Reduction Red Herring

55 Poly Reduction Tools 3DS Max: Optimize, ProOptimizer Maya PolyReduce Simplygon Instant Field Aligned Meshes:

56 Texture Blowout

57 Optimization Checklist: Textures Am I maxing out my texture memory? Tool: Procexp GPU Tab GPU Dedicated Memory

58 Texture Optimization Basics Resize all textures to be powers-of-two and of reasonable size 1024x1024, 256x512, etc Tool: XnView Show All Files (recursive) Sort by Properties Batch processing

59 Why power of two? Compression requirements

60 Texture Optimization Basics (for PC/Consoles) Enable compression on all textures: Color(albedo) no alpha: DXT1 Color with alpha: DXT5 Normal: BC5 RMA: DXT1 Single-channel linear textures: BC4

61 Texture Optimization Basics Tool: Texture Manager Output Format Discard Largest MIPS

62 Optimization Checklist: Shadow Casting Am I casting too many shadows? Tool: Artist Performance HUD

63 Optimization Checklist: Shadow Casting Disable shadow casting where unnecessary Objects in shadow, floors, etc Convert point lights to Spotlights 1/6 cost of point lights Bake Lighting

64 Optimization Checklist: Shadow Casting Shadow Proxies Tool: Unit Editor Cast Shadows

65 Optimization Checklist: Batching

66 Optimization Checklist: Batching Tool: Artist Performance HUD

67 What Is a Batch? One batch per material, per mesh, per shadow casting observer, per camera

68 One Cube One Plane One Spotlight 2 Shadow Casting Batches 2 G-Buffer Batches

69 One Cube One Plane One Sunlight 5 Shadow Casting Batches 2 G-Buffer Batches

70 One Cube One Plane One Omni Light 6 Shadow Casting Batches 2 G-Buffer Batches

71

72 Optimization Checklist: Reduce Batching Merge meshes Re-import Reduce Materials Create LODs

73 Optimization Checklist: Occluders Create Occluder Boxes Remember: Occluders occlude from all observers!

74 Batch Merging Same Geometry Same Materials Material supports Instancing

75 Material Optimization Standard import materials are optimized for compatibility not performance!

76 Material Optimization Create simple materials Use inheritance Parent materials Use standard_rma materials RMA = Roughness, Metalness, Ambient Occlusion Included in v1.6

77 In Closing You can t always get what you want But if you try sometimes Game artists can help!

78 Acknowledgements Tobias Persson Niklas Frykholm Mikael Hansson Dan Matlack Paul Kind Matthew Harwood Andreas Asplund Jim Sagevid Jean-Philippe Grenier Anders Lindqvist Rex Hill

79 Autodesk is a registered trademark of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document., Inc. All rights reserved.. All rights reserved.

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