~/talk

Mixing the Real and Unreal: The Future of XR in UE4

Talkat Unreal Dev Days 2019 · on Thursday, 2019-11-21· [webxr, web-platform]
slides:none on file

Engine now targets a single OpenXR 1.0 plugin to replace multiple runtime plugins, promising one codepath and vendor conformance instead of per-vendor ports. Input moves to rebinding actions and interaction profiles (MotionController keys are slated for deprecation). HoloLens 2 gets native and streaming support with Live Link finger and eye data; ARKit 3 adds 2D/3D skeletal and human occlusion. Renderer features: late-update to remove a full-frame of latency from an 11 ms budget, Vulkan fragment-density maps / variable-rate shading on Quest, and an 11M-polygon HoloLens streaming demo.

AI-written summary · about

  1. 0:00Start
  2. 4:42Khronos Group
  3. 5:24Fragmentation
  4. 6:03Unification
  5. 7:08Vendor Extensions
  6. 8:17Where are the hacks?
  7. 9:58Active runtime selection
  8. 10:42What are actions?
  9. 11:24Action Events
  10. 12:14Binding the actions
  11. 13:15Interaction profiles
  12. 14:45History
  13. 15:24OpenXR Input
  14. 16:10Future improvements
  15. 16:34Current situation
  16. 17:18Future Plans
  17. 18:29Supported Extensions XR KHR_d3d11 enable
  18. 20:37Regular Pipeline
  19. 21:12Deep Pipeline
  20. 24:09Plugin Roadmap
  21. 24:53AR Update
  22. 25:25Hololens Support
  23. 26:00Hololens 2 - setup
  24. 26:36Hololens 2- configuration
  25. 26:55Hololens 2 native
  26. 29:45Hololens 2 remoting
  27. 35:36ARKit update
  28. 37:48AR Refactor
  29. 42:02Variable Rate Shading - VR example
  30. 43:44Variable Rate Shading Roadmap
  31. 44:49To wrap up
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