This document provides an overview of resources for learning how to make VR games and experiences in Unreal Engine. It discusses VR learning resources available in the Unreal Engine Learn tab as well as video tutorials, presentations, and links. Community resources for VR development from Mitchell McCaffrey and Carlos Coronado are also highlighted. The document covers best practices for VR development such as reducing motion sickness, ensuring high framerates, using profiling tools, and VR locomotion techniques. It emphasizes the importance of audio, lighting, and effects for high-quality VR.
Next generation mobile gp us and rendering techniques - niklas smedbergMary Chan
This session provides a detailed analysis of next-generation mobile graphics hardware and points out special caveats and opportunities that are specific to mobile. This is followed by an in-depth explanation of advanced rendering techniques that were previously only considered for high-end PCs or dedicated gaming consoles, but which have now been brought over to mobile devices in Unreal Engine 4 - including features such as physically-based rendering, HDR and image-based lighting.
Oculus insight building the best vr aaron daviesMary Chan
The rapid growth of the VR industry has brought to light new opportunities. Best Practices are emerging to guide developers in creating experiences which will thrill and excite them, while at the same time providing a safe and comfortable VR interaction. Find out what works, why VR is important, and learn of the important actions you can take to deliver the highest quality consumer grade VR interaction possible.
A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
The following presentation highlights the steps to create your own First Person VR Controller and test environment using Unity3D, Cardboard SDK, a Playstation controller, Android Device and Head Mounted Google Cardboard.
Developing and optimizing a procedural game: The Elder Scrolls Blades- Unite ...Unity Technologies
The Elder Scrolls Blades strove to produce high-quality visuals on modern mobile devices. This talk will describe the challenges of achieving that level of quality in procedurally generated 3D environments.
Speakers:
Simon-Pierre Thibault - Bethesda Game Studios
Sergei Savchenko - Bethesda Game Studios
Watch the session here: https://youtu.be/KbxiGH6igBk
Giovanni Laquidara - Hello ARCore - Codemotion Milan 2017Codemotion
Get ready to develop a brand new experiences that seamlessly blend the digital and physical worlds with Android! We will learn the potential of the new AR SDK from Google, ARCore. By looking its 3 key technologies: Motion tracking, Environmental understanding and Light estimation We will have a clear vision of what We can develop with. You will be back at home with a deeper understanding of how to create AR apps with ARCore using your development environment and ready-to-reuse code samples.
Presentation Video : http://tinyurl.com/pfhz96m
Stage 3D introduction in Adobe Flash Player and Adobe AIR lets you use techniques such as deferred lighting, screen space dynamic shadow, MRT, and more through vertex and fragment shaders. Join Jean-Philippe Doiron, Principal Architect R&D at Frima Studio, and Jean-Philippe Auclair, R&D Architect, for a deep dive into GPU programming with the new Flash Player, and discover how to produce beautiful GPU effects that are reusable in your games and applications.
Next generation mobile gp us and rendering techniques - niklas smedbergMary Chan
This session provides a detailed analysis of next-generation mobile graphics hardware and points out special caveats and opportunities that are specific to mobile. This is followed by an in-depth explanation of advanced rendering techniques that were previously only considered for high-end PCs or dedicated gaming consoles, but which have now been brought over to mobile devices in Unreal Engine 4 - including features such as physically-based rendering, HDR and image-based lighting.
Oculus insight building the best vr aaron daviesMary Chan
The rapid growth of the VR industry has brought to light new opportunities. Best Practices are emerging to guide developers in creating experiences which will thrill and excite them, while at the same time providing a safe and comfortable VR interaction. Find out what works, why VR is important, and learn of the important actions you can take to deliver the highest quality consumer grade VR interaction possible.
A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
The following presentation highlights the steps to create your own First Person VR Controller and test environment using Unity3D, Cardboard SDK, a Playstation controller, Android Device and Head Mounted Google Cardboard.
Developing and optimizing a procedural game: The Elder Scrolls Blades- Unite ...Unity Technologies
The Elder Scrolls Blades strove to produce high-quality visuals on modern mobile devices. This talk will describe the challenges of achieving that level of quality in procedurally generated 3D environments.
Speakers:
Simon-Pierre Thibault - Bethesda Game Studios
Sergei Savchenko - Bethesda Game Studios
Watch the session here: https://youtu.be/KbxiGH6igBk
Giovanni Laquidara - Hello ARCore - Codemotion Milan 2017Codemotion
Get ready to develop a brand new experiences that seamlessly blend the digital and physical worlds with Android! We will learn the potential of the new AR SDK from Google, ARCore. By looking its 3 key technologies: Motion tracking, Environmental understanding and Light estimation We will have a clear vision of what We can develop with. You will be back at home with a deeper understanding of how to create AR apps with ARCore using your development environment and ready-to-reuse code samples.
Presentation Video : http://tinyurl.com/pfhz96m
Stage 3D introduction in Adobe Flash Player and Adobe AIR lets you use techniques such as deferred lighting, screen space dynamic shadow, MRT, and more through vertex and fragment shaders. Join Jean-Philippe Doiron, Principal Architect R&D at Frima Studio, and Jean-Philippe Auclair, R&D Architect, for a deep dive into GPU programming with the new Flash Player, and discover how to produce beautiful GPU effects that are reusable in your games and applications.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
"Potencialidades educativas de la Realidad Virtual (VR) inmersiva". CITIE 2016aCanelma
"Potencialidades educativas de la Realidad Virtual (VR) inmersiva".
Vídeo ponencia online de Alicia Cañellas para el I Congreso Internacional de Tendencias Innovadoras en Educación, CITIE 2016. Noviembre 2016.
Esta intervención sirve de preámbulo para el MOOC "Realidad Virtual en Educación" #VRMooc, cuya 1ª edición ofrecerá el INTEF el próximo mes de enero de 2017, con la participación de Alicia Cañellas como autora.
Luis cataldi unreal engine for educatorsLuis Cataldi
This is a deck from my presentation at the East Coast Game Conference in Raleigh NC. April 2015. The presentation focused on how students and educators can learn to utilize Unreal Engine to help achieve career goals in the game industry.
Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - C...Codemotion
Since the Kickstarter campaign in August 2012, Oculus Rift targeted games for Virtual Reality. "If a game works, then everything will work". Even though VR has been used a lot for business and industrial purposes, the community of VR and game developers pushed forward the platform and the limits of this new medium. In this talk I will analyze the process of design and development of Yon Paradox, sharing our results on what went good and what didn't work.
Virtual Training, Real Results: Exploring the Potential of VR in the WorkplaceAggregage
This webinar aims to educate attendees on the basics of VR technology, its applications across various industries, and its potential for transforming the way your employees learn, work, and interact.
Building the Matrix: Your First VR App (SVCC 2016)Liv Erickson
The slides from my talk, Building The Matrix: Your First VR App at Silicon Valley Code Camp, Oct. 2016. Development, design, and sample projects for virtual reality applications.
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VRAugmentedWorldExpo
A talk from the Tools & Products Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VR
As the industry strives toward immersive augmented and virtual reality experiences, we are guided by the extreme requirements associated with intuitive interactions, visual, and sound quality, in order to achieve the ultimate untethered user experience. Precise, low-latency motion tracking of head movements is crucial for intuitive interactions with the virtual world, and visual-inertial odometry (VIO) is the ideal complementary subsystem to achieve this goal. VIO allows for six-degrees of freedom in VR/AR experiences, reduces latency and cuts the cord. In this session, developers will learn about the evolution of motion tracking and dive into six-degrees of freedom and its impact on VR/AR content development and user experiences.
http://AugmentedWorldExpo.com
Vision Summit 16 - Tips and Tricks for VR Game DevelopmentRafael Ferrari
After working with VR technology for more than one year straight, with Rococo VR and Finding Monsters Adventure VR, we are more then happy to share our tips and tricks regarding Gear VR game development. From programming to interface, come over and bring your questions!
Using intel's real sense to create games with natural user interfaces justi...BeMyApp
As technology advances, more sophisticated ways of interfacing with it are emerging. Even though new tech strives to make our apps more intuitive and easy to use, designing interfaces for those apps is not quite as straight forward. We’ve learned a few rules and “gotchas” when working with gesture cameras that can help to make apps that use them easy and fun to use.
In this talk Justin described:
1. Different data types you can get from Intel® RealSense™ and how to get them
2. Designing an interface for a gesture camera
3. Using your hands, face, and voice as an interface
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018Margaret Roth
Virtual reality technologies have long been the promise of the future but just out of reach for the mainstream. Recent VR innovations, though, have allowed instructional designers and learning engineers to create and distribute custom VR content in ways that make VR a transformative part of training and learning programs across industries. When combined with xAPI, these futuristic technologies allow you to gain never-before-captured insights from next-gen digital experiences.
This session will take a look at how VR powered by xAPI is currently being used by instructional designers, learning engineers, and L&D professionals to gain new insights from next-gen learning experiences. You will explore case studies that demonstrate how VR interactions allow learners to explore and participate in engaging and intuitive 360-degree virtual environments designed to expand their vision and promote learning, impact, and retention. You will see case studies demonstrating how organizations are using xAPI-enabled VR content to enhance learning, from safety and compliance to onboarding and training.
* Originally presented on 10/26/18 at DevLearn 2018 with Margaret Roth, Mel Milloway and John Blackmon.
"Improving the VR experience, from the authors to the users"
Creating an immersive virtual reality application is a big challenge: choosing (or creating) the right hardware, choosing (or creating) the right software, and finally crafting the user experience. The hardware is increasingly powerful and accessible, but we don't know how to make the best of it. This is in part because designing a VR experience is a complex software task, and is also due to our limited understanding of the main component of the system: the user.
In this talk we will focus the current trends in system design, on the goals and design of MiddleVR, a generic VR plugin aimed at simplifying the creation of VR applications and we will discuss how our understanding of human perception can be used to improve the VR experience.
Tero Sarkkinen (Basemark) Latency Testing and Performance Optimization of VR ...AugmentedWorldExpo
Maintaining presence is a key for any VR application, be it a game or a business app. In this session, you will learn how to test for latency, what are the relevant components of performance and how to measure and optimize each of those.
As the industry strives toward immersive VR experiences, we are guided by the extreme requirements associated with intuitive interactions, visual quality, and sound quality, in order to achieve the ultimate mobile VR experience. Precise, low-latency motion tracking of head movements is crucial for intuitive interactions with the virtual world, and visual-inertial odometry (VIO) is the ideal complementary subsystem to achieve this goal. VIO allows for six-degrees of freedom (6 DoF) in VR experiences, reduces latency, and cuts the cord. In this presentation, you will learn about:
• The enhanced user experiences that 6 DoF provides over 3 DoF
• The evolution of motion tracking
• How Qualcomm’s on-device VIO implementation provides a precise head pose at a high frequency yet at low latency and power
• The impact of 6 DoF on VR content development
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9. VR Learning Resources for Unreal Engine:
Docs:
• Getting Started With VR
• UE4 VR Index Page
• VR Best Practices
• VR Cheat Sheets
• Oculus Quick Starts
• GearVR Quick Starts
10. VR Learning Resources for Unreal Engine:
Video:
• Integrating the Oculus Rift into UE4
• UE4 Support Stream - Developing for VR
• 2015 UE4 - VR and Unreal Engine
• Unreal Engine 4 Training Streams
11. VR Learning Resources for Unreal Engine:
Presentations:
• Nick and Nick – Going Off the Rails: The Making of Bullet Train
• Lessons from Integrating the Oculus Rift into UE4
Links:
• Tom Looman’s - Getting Started with VR in Unreal Engine 4
• Sam Deiter - 10 VR tips for Unreal Engine
12. Education Community VR for UE4:
Mitchell McCaffrey’s - Mitch VR Labs
Mitch's VR Lab - an Introduction
Mitch's VR Lab - Look Based interaction
Mitch's VR Lab - Simple Teleportation Mechanic
Mitch's VR Lab - Introduction to SteamVR
Mitch's VR Lab - Simple Head IK
Mitch’s UE4 Forum Post
13. Education Community VR for UE4:
Carlos Coronado - VR Olive FPS Controller
Carlos’s UE4 Forum Post
Olive VR Locomotion: Movement
Olive VR Locomotion: Shooting
Olive VR Locomotion: Menus
Let’s take a look at Carlos’s Look Based Locomotion for Annie Amber
14. Before we get much deeper into Unreal
Engine...
What are Mitch, Carlos, (and we) solving for?
15. One of the biggest issues for working in
VR is Motion/Simulation Sickness.
17. en.wikipedia.org/wiki/Virtual_reality_sickness
Sensory conflict theory believes that sickness will occur
when a user's perception of self-motion is based on
incongruent sensory inputs from the visual
system,vestibular system, and non-
vestibular proprioceptors, and particularly so when these
inputs are at odds with the user's expectation based on
prior experience.
18. Five typical causes of Motion/Simulation Sickness in VR
Read more about it
1. Non-forward movements
• No unnatural movements
2. Awareness of Vection
• When a large part of the visual field moves, a viewer feels like
he has moved and that the world is stationary
3. The feeling of accelerations
4. Too much camera YAW
5. Helped by adding a static reference frame
19. Education Community Tips to Reduce
Motion/Simulation Sickness
Extra Credits - Simulation Sickness
Offpeak Games - 5 Design Techniques to Reduce Simulator Sickness
GDC - Designing to Minimize Simulation Sickness in VR Games
VR Best Practices, Eliminating Motion Sickness - Power of Play 2015
20. Education Community VR for UE4:
Mitchell McCaffrey’s - Mitch’s VR Game Template
Jun 2014 UE Forum Post of VR Game Templates
Space Shooter Template
First Person Template
22. UE4 VR Locomotion Techniques
Look -Based Locomotion/Interaction by Carlos Coronado
MIND: Path to Thalamus in the UE4 and VR.
Annie Amber
23. Things we CAN DO in Unreal Engine to
improve VR Games and Experiences
24. You MUST maintain framerate
For the VR experience to feel smooth, your game needs to run on 75 hz (Oculus DK2) or even 90
hz. (HTC Vive and Oculus CV1) depending on the device. To see the current framerate type in
“stat fps” or “stat unit” (for more detailed breakdown) in your console when running the game.
25. Use UE4’s VR Performance Profiling Tools
To capture a single frame with GPU timings press Ctrl+Shift+, or type in “profilegpu” in the
console. This command dumps accurate timings of the GPU, you will find that certain
processes are a heavy burden on the framerate (Ambient Occlusion is one common example)
when using VR.
The GPU Profiling & Performance and Profiling docs are a good place to learn about profiling
your game.
26. VR Instanced Stereo Can Help
The latest 4.11 release introduces Instanced Stereo Rendering, check the video below for a comparison video of
how that works.
“Basically, we’re utilizing hardware instancing to draw both eyes simultaneously with a single draw call and
pass through the render loop. This cuts down render thread CPU time significantly and also improves GPU
performance. Bullet Train was seeing ~15 – 20% CPU improvement on the render thread and ~7 – 10%
improvement on the GPU.” – Ryan Vance.
To enable this feature in 4.11
and above, go to your Project
Settings and look for
“Instanced Stereo” under the
Rendering category.
27. Disable Heavy Post-Processors
Due to the demanding requirements of VR many of the advanced Post Processing features that you normally
use should be disabled. To accomplish this you will need to do the following in your level.
•Add a Post Process(PP) volume to your level if there is not already one there.
•Select the PP volume and in the Post Process Volume section enable the Unbound option so that the settings in the PP volume will
be applied to the entire level.
•Expand the Settings of the Post Process Volume and then go through each section and disable any active PP settings by enabling
that property by clicking on it and then set the value from the default, usually 1.0, to 0 to disable the feature.
•When doing this you will not need to hit every section and set all the properties to 0. Instead first disable the really heavy hitting
features like Lens Flares, Screen Space reflections, Temporal AA, SSAO, and anything else that might have an impact on
performance.
•While a lot of the features are disabled by setting things in your .INI this ensures that nothing will happen to performance if
someone deletes the .INI by mistake.
28. Things to keep in at the front of your mind:
LOD's and aggressive culling are a must to ensure that you are
hitting your VR performance targets.
29. Known issues and possible workarounds:
Parallax Mapping
Parallax mapping takes Normal mapping to the next level by accounting for depth
cues, Normal mapping does not. A Parallax mapping shader can better display
depth information, making objects appear to have more detail than they do. This is
because no matter what angle you look at, a Parallax map will always correct itself
to show you the correct depth information from that view point. The best use of a
Parallax map would be for cobblestone pathways and fine detail on surfaces.
30. UE4 – Lighting for VR
Dimmer lights & colors can help reduce simulation sickness.
Use Static Lighting over Stationary or Dynamic.
Make sure your Stationary / Dynamic Lights do not overlap.
Baked lighting is the best option for VR.
If using Dynamic Shadows only have one shadowing light.
Use Stat LightRendering to see current lighting cost.
Profile, Profile, Profile
31. Fake shadows Wherever You Can!!
Using things like fake blob shadow drop to simulate dynamic shadows are a good
general rule in order to keep VR project running at frame.
Blob shadow example. Image by Eric Chadwick
32. UE4 – Effects for VR
Mesh based VFX work the best for VR.
Camera Facing particles do not hold up well in VR on their own.
The Dither Temporal AA Material Function can make Opacity masked objects look
like Translucent ones.
Local Space rotation does not look correct in VR.
33. UE4 – Environments for VR
Reflection probes instead of screen space reflections.
Again… Texture Blob shadows are a cheap alternative to dynamic shadows.
The ** Merge Actor Tool ** can help cut down on Static Mesh draw call
without having to do work outside of UE4.
36. The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
37. The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
The GameMode is the definition of
the game.
● It should include things like
the game rules and win
conditions.
● It also holds important
information about:
○ Pawn
○ PlayerContoller
○ GameState
○ PlayerState
38. The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
The Pawn class is the base class of
all Actors that can be controlled by
players or AI.
● The Pawn represents the
physical location, rotation,
etc. of a player or entity within
the game.
● A Character is a special type
of Pawn that has the ability to
walk around.
39. The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
A PlayerController is the interface
between the Pawn and the human
player controlling it.
● The PlayerController decides
what to do and then issues
commands to the Pawn (e.g.
"start crouching", "jump").
● Putting input handling or other
functionality into the
PlayerController is often
necessary.
● The PlayerController persists
throughout the game, while the
Pawn can be transient.
40. The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
The GameInstance is a class who’s
state persists switching of levels,
game modes, pawns etc. Where
classes like GameMode or
PlayerController are being reset
and data stored in those classes is
removed.
41. The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
A PlayerState is the state of a
participant in the game, such as a
human player or a bot that is
simulating a player. Non-player AI
that exists as part of the game
would not have a PlayerState.
42. The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
The GameState contains the state
of the game, which could include
things like the list of connected
players, the score, where the
pieces are in a chess game, or the
list of what missions you have
completed in an open world game.
43. The Unreal Engine Framework
GameInstance
GameMode
Pawn Class
HUD Class
PlayerController
Class
GameState
Class
PlayerState
Class
The HUD is the base object for
displaying elements overlaid on the
screen. Every human-controlled
player in the game has their own
instance of the AHUD class which
draws to their individual Viewport.
44. Object
Actor
Pawn
Character
Base building blocks in the Unreal Engine
Any object that can be placed into a level
Subclass of Actor and serve as an in-game avatar
Subclass of a Pawn that is intended
to be used as a player character
47. Programming VR Interaction with Blueprints
Blueprints in Unreal Engine is a complete visual scripting system based on the
concept of using a node-based interface to create interactions from within Unreal
Editor.
50. UE4 – Audio for VR
Ambient Sound Actors in VR
Ambient Sound Actor can be used for
many purposes such as ambient
looping sounds and non-looping
sounds. Generally, the Ambient
Sound Actor conforms to the real
world where the closer you are to a
sound, the louder it will appear.
51. UE4 – Audio for VR
Sound Properties
You can assign a sound asset from
the Details panel by selecting an
asset from the Sound settings drop-
down menu or by highlighting a sound
asset in the Content Browser and
clicking the button.
52. UE4 – Audio for VR
Attenuation Properties
Attenuation is the ability of a sound
to decrease in volume as the player
moves away from it.
It is advisable to use Sound
Attenuation objects whenever
possible, if for no other reason than
to give broad control over the
settings for many Actors.
53. UE4 – Audio for VR
New: Stereo Spatialization
3D spatialization is now possible for
stereo audio assets.
The 3D Stereo spread parameter
defines the distance in game units
between the left and right channels
and along a vector perpendicular to
the listener-emitter vector.
54. UE4 – Audio for VR
Audio Volume
Audio Volumes allow you to control
and apply various sounds in your
level as well as provide an avenue
to create compartmentalized audio
zones where you can control what is
heard inside and outside of the
volume.
55. Complete state of the art suite of AI Tools.
Additional toolsets in Unreal Engine to enhance VR and
bring life to your experiences.
56. Additional toolsets in Unreal Engine to enhance VR and
bring life to your experiences.
Complete set of tools for Animation Retargeting