Matrix City sample project running in VR using Unreal Engine 5.1 on an RTX 4090 with low quality settings.
Looks cool, but think this one will be waiting for the RTX 8090 for a full experience ;)
try it yourself here:
dropbox.com/s/1l9x3968trp4
Conversation
(should also note DLSS 3.0 and incoming improvements to Lumen and Nanite in VR I'm sure will also make a huge difference here!)
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driving is pretty fun in VR here.
also, wow, I didn't know the interiors are actually 3D with depth! thought it was just a 2D effect.
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It is a 2D effect. It's just using some wild math to make it look like it's moving in perspective.
Interior cubemaps/parallax mapping, lots of names and a few techniques for it, but it's all just a texture on the windows :)
(some 1st floors may have an interior)
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It wouldn't need to be stereo, since it's camera relative, and there's a camera for each eye, so long as they're rending with the correct relative map, it will look correct.
They're like, cubemaps you see from the outside-in instead of inside-out.
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not sure if that makes sense to me. in here if I move to the left or right I can see behind, say, a desk. A mono cubemap doesn't have any depth info so I shouldn't be able to do that I don't think?
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You can set different parts of the material to different depths with masks, I believe. Some of them use bump offsets, etc. Spider-Man (Sony PS4/5) first popularized the technique.
You'll know it's just a texture if you leave and come back and it's a completely different room.
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I haven't watched this short explainer yet, but this dude goes over it here and shows rotating the room and the room looks 3D, etc.

