Book Image

Mastering Oculus Rift Development

By : Jack Donovan
Book Image

Mastering Oculus Rift Development

By: Jack Donovan

Overview of this book

Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you’ll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you’ll have everything you need to bring your ideas into a new reality.
Table of Contents (17 chapters)
Mastering Oculus Rift Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Forward and deferred rendering


We mentioned forward rendering briefly in the last section, but what exactly does forward rendering mean? Forward rendering is one of the two main high-level rendering methods used by Unity; for the most part, you'll probably be using forward rendering for VR development, but it's still good to know the advantages and disadvantages of both methods.

Forward rendering

In forward rendering, lighting is calculated for each geometry fragment, or visible pixel of an object, regardless of whether another object will ultimately obscure any fragments that would otherwise be seen. Each individual light in the scene requires its own calculations, so if you have a complex scene with a lot of geometry and more than a few lights, you're going to hit a performance bottleneck pretty quickly.

The best way to get around this issue is to bake your lights instead of actually rendering them. By using the same light baking method we used in Chapter 2, Stepping into Virtual Reality...