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Meta Quest Gets Unreal Engine 5 Support Minus Two Headlining Features
Meta is transitioning its support from Unreal Engine 4 to Unreal Engine 5.1 for apps built for the Quest platform. Two of the engine’s headlining features aren’t designed for mobile though, so it’s doubtful we we’ll ever see them on Quest. In a dev blog post announcing the news, Meta says developers who choose to work […]

Road to VR & Scott Hayden

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Now Available: New Quest Rendering Tech Promises Massive Gains in App Performance
At Connect 2021 last week, Meta revealed a new Quest rendering technology called Application Spacewarp which it says can increase the performance of Quest apps by a whopping 70%. While similar to the Asynchronous Spacewarp tech available to Oculus PC apps, Meta says Application Spacewarp will produce even better results. Update (November 12th, 2021): Meta […]

The post Now Available: New Quest Rendering Tech Promises Massive Gains in App Performance appeared first on Road to VR.

Road to VR & Ben Lang

NVIDIA Adds Eye-tracking Support to VRSS Foveated Rendering Tech
NVIDIA is upgrading its Variable Rate Supersampling (VRSS) with support for headsets with eye-tracking, allowing the rendered application to improve performance by increasing quality where the user is looking, while decreasing it elsewhere. Nvidia today announced the latest version of VRSS, a foveated rendering implementation that works with any of the company’s RTX series GPUs […]

The post NVIDIA Adds Eye-tracking Support to VRSS Foveated Rendering Tech appeared first on Road to VR.

Road to VR & Ben Lang

Facebook advances VR rendering quality with neural 4×4 supersampling

A research team has come up with a way to teach computers how to transform low-res 3D renders into high-resolution versions suitable for live VR viewing. AR/VR – VentureBeat & Jeremy Horwitz