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#TokyoEdge2017 UnrealEngine4 をををを VR をををををををを 120% をををを Tips を + GDC ををををををEpic Games Japan 岡岡岡岡

Unreal engine4を使ったVRコンテンツ製作で 120%役に立つtips集+GDC情報をご紹介

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UnrealEngine4VR120%Tips + GDCEpic Games Japan

#TokyoEdge2017

@pafuhana1213UE4VR11Blog

GDC2017Epic

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GDCUE4

UE4VRVR

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GDCUE4Robo Recall

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https://youtu.be/ftrjFSXNBZo

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Robo RecallEpic GamesVR

OculusTouch

RoboReady()

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Robo RecallOculusStorehttps://www.oculus.com/experiences/rift/1081190428622821/

Touch

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Robo Recall Mod kitRobo Recall + Mod

Mod

Mod

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Mod Kit /

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ModEpicFriday #EpicFriday

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https://youtu.be/LGjVC8wRBgM

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GDCUE4Robo Recall

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https://youtu.be/VJEoY1JT71c

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THE HUMAN RACEBlackBirdAR

https://www.unrealengine.com/ja/blog/exploring-the-technology-that-drives-the-human-race

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RouguOne : A StarWars StoryUE4

#TokyoEdge2017

Lineage 2:Revolutionhttps://youtu.be/Vk1w7GFqGEg

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Lineage 2:Revolution

30 500 176!

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Battle Breakershttps://youtu.be/6qr0-d3eDrc

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Battle BreakersEpic Games

UE4

(**)

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Nintendo Switch UE4.154.16Snake Pass, Redout, RiME,

ReggieNintendo Switch

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20

Game Creators Conference 2017 Nintendo Switch http://jp.gamesindustry.biz/article/1702/17021801/ UE4

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PixarFinding Doly VRUSD (Universal Scene DescriptionBorderlands Astroneer

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State of Unrealhttps://www.unrealengine.com/ja/blog/quality-and-innovation-take-center-stage-during-state-of-unreal-at-gdc-2017

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https://www.unrealengine.com/ja/blog/gdc-2017-ue4-animation-and-physics-technical-showcasehttps://www.unrealengine.com/ja/blog/gdc-2017-making-physics-based-mayhem

#TokyoEdge2017

https://www.unrealengine.com/ja/blog/gdc-2017-content-driven-multipass-rendering-in-ue4https://youtu.be/ErejaBCicds

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UnrealFestWest17http://unrealevent.jp/unreal_fest_west_17/

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GDCUE4

UE4VRVR

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VROculus Rift / GearVRHTC Vive( SteamVR )PlayStation VRFoveCardboard / DayDream ( / Tango )OSVR

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HMDVRHMDVRSDKHMDHMD

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https://docs.unrealengine.com/latest/JPN/Platforms/VR/index.html

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VR

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PawnMotionController

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HMDVR

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GDCUE4

UE4VRVR

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VRVR ( )

/

/

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VROculusRift / HTC Vive90fps ( 11ms )PSVR / VR60fps ( 16ms )

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VRTipsCPUGPU /

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/ NG

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0.1ms50%0.05ms

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https://docs.unrealengine.com/latest/JPN/Engine/Performance/index.html

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stat https://docs.unrealengine.com/latest/JPN/Engine/Performance/StatCommands/index.html

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stat unit / stat unitgraphCPUGPU

FrameGame( BP, C++ )DrawCPUGPUGPU

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stat scenerenderingCPU ( )stat anim stat particles

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stat dumphitches

t.HitchThreshold

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stat startfile / stat stopfileCPU Unreal Frond EndBP

BP / 1?

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ProfileGPUGPUBasePassLightingPostprocess

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Stat GPUGPUGPU

stat startfle / stat stopfileCPU

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: VRSDK(vsync)90fps45fps

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Emulate HMD performanceVR

Launch with emulatestereoSet resolution to 2160x1200Set r.screenpercentage 140

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VRTipsCPUGPU

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TickTick

Tick EnabledTick Interval

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(Spawn)

190fps0.02

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Blueprint

BluePrintC++UE4.15BP( C++ )VMRobo Recall

#TokyoEdge2017

BluePrinthttps://docs.unrealengine.com/latest/JPN/Engine/Blueprints/TechnicalGuide/NativizingBlueprints/index.html

#TokyoEdge2017

UE4.15Event Driven Loader

UE4.15

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VRTipsCPUGPU

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VR

#TokyoEdge2017

Forward Rendering for VR(4.14)VRDeferred RenderingGPUG

MSAA

#TokyoEdge2017

Forward Rendering for VR(4.14)https://www.slideshare.net/EpicGamesJapan/ue414vr

ForwardDeferredhttps://www.slideshare.net/SatoshiKodaira/ss-69311865

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Instanced Stereoscopic Rendering

Bullet TrainCPU14%GPU 7%

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LOD(Level of Detail)LOD

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()

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DitherTemporalAA

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DitherTemporalAATAACustomHLSL

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Separate Translucency

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#TokyoEdge2017

r.SeparateTranslucencyScreenPercentage XX

r.SeparateTranslucencyAutoDownsample

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#TokyoEdge2017

VR

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#TokyoEdge2017

ShowdownLauncher

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Capsule Shadow

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SkeltalMeshshadow Physics AssetActorCapsule Direct( Indirect ) Shadow

#TokyoEdge2017

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https://docs.unrealengine.com/latest/JPN/Engine/Rendering/LightingAndShadows/LightMobility/index.html

#TokyoEdge2017

LightGPUhttp://darakemonodarake.hatenablog.jp/entry/2014/12/26/180438

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ShowdownSystemSettings(Config\DefaultEngine.ini )[SystemSettings]r.VolumeMultiplier=1.0r.screenpercentage=130r.SeparateTranslucency=0r.HZBOcclusion=0r.MotionBlurQuality=0r.PostProcessAAQuality=3r.BloomQuality=1r.EyeAdaptationQuality=0r.AmbientOcclusionLevels=0r.SSR.Quality=1r.DepthOfFieldQuality=0r.SceneColorFormat=2r.SSSSS=0r.TranslucencyVolumeBlur=0r.TranslucencyLightingVolumeDim=4r.MaxAnisotropy=8r.LensFlareQuality=0r.SceneColorFringeQuality=0r.FastBlurThreshold=0r.SSR.MaxRoughness=0.1r.rhicmdbypass=0r.TiledReflectionEnvironmentMinimumCount=10sg.EffectsQuality=2sg.PostProcessQuality=0

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VR

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mail : [email protected] : @pafuhana1213

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#TokyoEdge2017

UE4+VROculusUE4Oculushttp://qiita.com/junyash/items/3ba225d8a2f86046cd23GTMF 2016:Unreal Engine 4VR100https://www.slideshare.net/GTMF/gtmf-2016unreal-engine-4vr100-epic-games-japanGDC2016 Going Off the Rails: The Making of 'Bullet Train' http://qiita.com/Somelu01/items/7ad9e03adbbd2afee7e4

#TokyoEdge2017

CEDEC2016 UnrealEngine4https://www.slideshare.net/EpicGamesJapan/cedec2016-unreal-engine-4UE4 DeepDive https://www.slideshare.net/EpicGamesJapan/lightmass-lightmap-epic-games-japanhttps://www.slideshare.net/EpicGamesJapan/lightmass https://www.slideshare.net/EpicGamesJapan/cs-66750222UE4 DeepDive https://www.slideshare.net/EpicGamesJapan/epic-games-japan-ue4ddhttps://www.slideshare.net/EpicGamesJapan/byking-ue4ddhttps://www.slideshare.net/EpicGamesJapan/sqex-ue4dd

#TokyoEdge2017