Book Image

Unreal Engine Virtual Reality Quick Start Guide

By : Jessica Plowman
Book Image

Unreal Engine Virtual Reality Quick Start Guide

By: Jessica Plowman

Overview of this book

With the ability to put players directly in the game, virtual reality gives users the chance to experience digital worlds directly. Nevertheless, many designers are unsure where to start when working with this amazing technology. With this book, you will learn user experience design processes and create immersive gameplay experiences designed for entertainment and player comfort. Using the power of Unreal Engine 4’s Blueprint visual scripting language, you will build player interaction and locomotion systems from scratch and use these flexible systems to create a sample game, as well as develop functional 2D and 3D user interfaces for players to interact with. And also learn the best practices for creating game art for virtual reality. Finally, you will learn how to test your application with your target audience and finalize your game for distribution. By the end of this book, you will have the knowledge to be able to make the leap from traditional game development to creating immersive virtual reality experiences using Unreal Engine 4.
Table of Contents (8 chapters)

Performance is key

Again and again, we have touched on the theme of performance in VR. We talked about it first when we discussed VR sickness in Chapter 1, Introducing VR Technology in Unreal Engine 4. We touched on it again in Chapter 3, Exploring Riveting Gameplay in Virtual Reality, when we programmed the interaction systems that make our game work. So, why do we keep talking about it? Performance is central to enjoying a VR experience. Having high-end visuals helps our players become immersed in our digital environments, while keeping steady frame rates is the best way to maximize player comfort and reduce VR sickness. So, how do we balance both of these needs?

In this chapter, we are going to talk about performance regarding to 3D game art, lighting, and visual effects. In VR, managing your assets and detail level becomes a balancing act. How do we provide the visuals required...