Ray-tracing theory
- Junbo Wang
- Aug 29, 2020
- 1 min read
At the time of this project, there was a serious problem which is the conflict between VR and Ray-tracing. When the functions of VR and Ray-tracing are turned on at the same time, Unreal Engine 4 will crash. After searching for network resources and communicating with experienced people, I know that this is because of reason from defects in VR technology, As shown below:
The human eye can concentrate when looking at things, but VR's current technology can't achieve this action.

As shown below:
This is the actual perspective of VR, but since the human eye can see the things together, the eyeballs can be concentrated together, so the user can't see this perspective when using VR. The VR device is made up of two cameras, so when using the virtual object viewed by VR, it is generated by two cameras rendering at the same time. Due to the high configuration requirements of Ray-tracing (the minimum requirement is RTX2070), in the Ray-tracing project test (the computer configuration is RTX2070), the operating efficiency is not particularly smooth. If a user wants the Ray-tracing function is perfectly executed, it may need to be higher configuration. So, from the above analysis, we can easily conclude that when using VR in the Ray-tracing scene, it means that two cameras will render two Ray-tracing scenes at the same time, so under the condition of RTX2070, the configuration is not supported for Ray-tracing VR testing.

Solution:
After meeting with the client and the supervisor, we decided to split the project into two versions, one for the VR version (without Ray-tracing) and the other for Ray-tracing (without VR).
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