[Rendering] Use multi view rendering for VR
Nobody has claimed this yet.
- Dominant language
- C#
- Stars
- 7.8k
- Forks
- 1.2k
- Avg merge
- 2d 17h
- Merged PRs (30d)
- 49
Description
Describe the bug
VR renderer renders everything twice, could be done in one pass with multiple view matrices.
To Reproduce
render to VR headset.
Expected behavior
better performance.
Additional context
all modern APIs support it. e.g. https://developer.nvidia.com/vrworks/graphics/multiview
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by tracing the VR renderer mentioned in the issue and identify where rendering is performed twice. Review the linked NVIDIA VRWorks multiview reference and the rendering APIs used by the engine. Done means rendering the VR headset through one multiview pass while preserving visual output and improving performance.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- computer-graphics, game-dev, performance
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 30/100