Design and Rendering Strategies for Blockbuster VR Games - Batman: Arkham Shadow
summary
Camouflaj ships Batman Arkham Shadow on Meta Quest 3 using Unity 2022.3 with a custom render pipeline and Vulkan, targeting 72 FPS (~13.89 ms). Most lighting is baked: directional lightmaps gain specular by sampling a dominant direction and filtering false highlights with a luminance mask; dynamic objects use SH light probes plus artist-tuned custom probes. Real-time is rare but uses subtractive mix lights for characters, while scalable “fake shadows” use decal/projective volumes (later enhanced with depth reads). Reflections use cube‑map normalization and reflection proxies to match local lighting.
AI-written summary · about
chapters (16)
- 0:00Introduction
- 0:41Manta Mantras
- 1:05Preserving authenticity
- 1:35Striking balance between “new,” “better,” and “same”
- 3:49Embracing an “easy to learn, difficult to master” philosophy
- 5:16Combat design
- 7:59Meeting player expectations
- 8:40Designing players’ avatars
- 9:07Designing environments
- 12:04Technical background
- 12:39Baked lighting for static objects
- 15:52Baked lighting for dynamic objects
- 17:21Realtime lighting
- 19:01Mixed lighting
- 21:16Realtime shadows
- 26:08Reflections
related talks
23mOptimizing your mobile VR game
44mShifting gears: How to win with AR
01h 01mVR Performance Fundamentals for Quest 3/3S
43mFrom 0 to 90: achieving peak performance in multiplatform VR development
47mThe Visual Technology of Gears 5
57mUnity and Voxiebox: Holographic Gaming
52mMastering Unity VR Rendering
35mUnity Beyond Games (Architecture, Engineering & Construction)
