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Unreal Engine 4 Virtual Reality Projects

You're reading from   Unreal Engine 4 Virtual Reality Projects Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints

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Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781789132878
Length 632 pages
Edition 1st Edition
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Authors (2):
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Kevin Mack Kevin Mack
Author Profile Icon Kevin Mack
Kevin Mack
Robert Ruud Robert Ruud
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Robert Ruud
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Table of Contents (17) Chapters Close

Preface
Who this book is for
What this book covers
To get the most out of this book
Get in touch
1. Thinking in VR FREE CHAPTER 2. Setting Up Your Development Environment 3. Hello World - Your First VR Project 4. Getting Around the Virtual World 5. Interacting with the Virtual World - Part I 6. Interacting with the Virtual World - Part II 7. Creating User Interfaces in VR 8. Building the World and Optimizing for VR 9. Displaying Media in VR 10. Creating a Multiplayer Experience in VR 11. Taking VR Further - Extending Unreal Engine 12. Where to Go from Here

Optimizing scenes for VR

Now that we've spoken a fair bit about editing scenes using VR Mode, let's talk about an absolutely crucial topic in VR development – maintaining an acceptable frame rate.

We've discussed the paramount importance of maintaining frame rate in virtual reality several times before. It's critical, and it's challenging to do. In the remainder of this chapter, we're going to talk about things that you can do to speed up your scenes and to find out what's preventing them from running faster.

Testing your current performance

The first thing you need to do when assessing your scene's performance is to find out how fast you're currently running. We're going to...

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