The Ups and Downs of VR Development
Creating a Virtual Reality game is no small feat.
The coming VR revolution promises a lot: several competing manufacturers and platform owners have made it clear from the get-go that they would address the one problem which could stop VR dead in its tracks - lack of content - head-on. Some of these platform owners are already promising hundreds of titles and someone obviously has to turn these promises into reality. The problem is though that coding for VR comes with its own peculiarities, which require peculiar solutions. According to Futuretown's CTO Justin Liebregts, the CPU and GPU constraints are tight with VR but frame-rates need to be kept above 90 fps, below which the whole experience just falls apart.
For this reason, VR programming requires artists who understand the details of the rendering pipeline, and the ways it can be optimized. It's all a little bit like going back in time and coding for the N64. Obviously, such artists are rare birds these days, but the people behind the VR push are confident this hurdle will be eliminated in time as experience piles up. In the beginning, innovation will be called upon often as many of the problems faced by developers are simply unprecedented. Once they get ironed out though, coding for VR will become much easier. It will most likely go down the same way Touchscreen interface interaction did: first, there will be a steep learning curve and many competing solutions for the same problem, but later, the design language will evolve. The bottom line is that VR coding - will all its challenges - is an exciting place to be in right now.
Steve Larson has been working for Gosugamers, the destination for eSports events like TI 2015, since 2004.
Written by Steve Larson Posted Has 11 Comments