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Technical details behind the difficulty of VR support.

Discussion in 'General Discussion' started by TheMohawkNinja, Dec 2, 2018.

  1. TheMohawkNinja

    TheMohawkNinja
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    Joined:
    May 18, 2014
    Messages:
    207
    Hello,

    So, BeamNG is probably the one game I own (save for Star Citizen if/when that ever becomes a proper fully-developed title) that would persuade me to drop the ~$650 (or whatever it is now) to get an HTC Vive if support for it were implemented. While I noticed that a dev had spoken about the difficulties of VR support due to the need of overhauling much of the game's engine code, they didn't provide any technical details.

    As an amateur programmer, I am curious about what the technical details are behind the difficulty of implementing VR support. I know that it's more involved than just having two slightly offset renderings of the game (my cousin wrote VR code once, and explained to me that four-dimensional math is involved...), but I don't currently understand why the rendering engine itself (if not other things) would need rewritten.

    My current understanding is that you need to (A) implement the API calls to move the cameras around in-sync with the VR headset, and (B) there is some math that needs done on the image post-render to change the rectangular image that would display on a monitor with something more suitable to the human eye.
     
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  2. fufsgfen

    fufsgfen
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    Joined:
    Jan 10, 2017
    Messages:
    6,782
    All I know is that having 2nd camera is challenge, which currently is not possible. That was related to split screen where I did read about it, I think.
     
  3. estama

    estama
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    Developer
    BeamNG Team

    Joined:
    Aug 7, 2012
    Messages:
    267
    The problem with supporting VR is that it is quite some work that will benefit a small % of people. Right now we have more fundamental problems on the graphics side. For example, graphics performance work is at the top of priorities right now as Italy map depends on that and it is something that will benefit everyone that plays the game. So naturally this is where we are focused right now.

    In addition to above you have to keep in mind that we have peculiar requirements on the graphics side, so some things we need to approach them in a different way than a normal modern graphics engine. For example, we try to keep graphics subsystem's CPU usage to a minimum (so that more CPU is left for the physics). This means that we need to do things in different/clever ways vs just throwing work to worker threads.
     
    #3 estama, Dec 3, 2018
    Last edited: Dec 3, 2018
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