Some people claim that adding ANY motion blur in VR would suck. Does it? You decide!
I personally hate it when VR controllers are choppy due to low persistence. Choppy animation = yuck.
Completely rebuilt on Nvpro-Core2 with Vulkan 1.4, Slang shaders, and DLSS Ray Reconstruction support.
github.com/nvpro-sample...
#GraphicsProgramming #Vulkan #RayTracing
Completely rebuilt on Nvpro-Core2 with Vulkan 1.4, Slang shaders, and DLSS Ray Reconstruction support.
github.com/nvpro-sample...
#GraphicsProgramming #Vulkan #RayTracing
(yes, this is a real PSVR2 with its native eyetracking solution working on PC, no hardware modifications required. this is the real deal.)
(yes, this is a real PSVR2 with its native eyetracking solution working on PC, no hardware modifications required. this is the real deal.)
Some people claim that adding ANY motion blur in VR would suck. Does it? You decide!
I personally hate it when VR controllers are choppy due to low persistence. Choppy animation = yuck.
Some people claim that adding ANY motion blur in VR would suck. Does it? You decide!
I personally hate it when VR controllers are choppy due to low persistence. Choppy animation = yuck.
github.com/jbikker/tiny...
tiny_bvh.h is a single-header library without dependencies that rapidly builds and traverses a BVH for you. Have a look at the example to see how easy to use it is!
Feedback welcome.
github.com/jbikker/tiny...
tiny_bvh.h is a single-header library without dependencies that rapidly builds and traverses a BVH for you. Have a look at the example to see how easy to use it is!
Feedback welcome.
twitter.com/BattleAxeVR
twitter.com/BattleAxeVR