Well, we’ll see how much of the new and flashy features developers will be able to afford to use in VR titles…
I downloaded the engine when it relased (…to the public), to have a look-around, and maybe see if I could drop a VR pawn into the Matrix city demo (…which I have not figured how to do yet, so that it shows up in the HMD, and not just on-screen - I’d just have to watch some weeks worth of tutorials, I suppose, just to helpingly find my way around the editor - much less get a basic understanding of the structuring… I could load the VR plugin, which unlocked the VR preview menu item, but selecting that only rewarded me with a crash on startup :7).
The city does look quite spectacular. Right from the start you can freecamera beneath the wooden benches that line the top edges of some planters, and there is texturing and nuts and bolts and stuff modelled there, inside the inch-wide gap between stone and plank, that nobody will ever normally see :9, plenty of fine detail everywhere.
…but it is also rather demanding, performance-wise, and leans heavily on temporally sampled upscaling; Turning around produces this grainy blurring effect, with pixelly fringes around everything, which resolve to something better over a few frames, after one stop turning. As a visual effect, this actually rather fits the The Matrix style art direction/world building, though :7.
Lumen produces some mighty fine global illumination, but it is a low res lighting model, and it does lag behind by a second or two.
Lots and lots of detailed and destructable (…at which point cars have their static Nanite parts swapped out on the fly, with regular ones…) mobile actors traversing the streets and roads of the city. -The much hyped “metahumans” are of course not of their highest fidelity kind, when there are that many on screen at the same time – it is going to be interesting to see how they look in the sort of titles where there is only likely to be a single one on at any time, and only to deliver a little monologue and then sod off, and where the developer may not always be that rigorous about optmisation, like Cyan’s “Firmament”.
The argueably minor little thing I was really quite curious about, was how well the parallax shader, that is used to quite spectacular effect on all the windows in every building in the city, work in VR. Still wondering - if somebody else, with more wherewithal than I, has checked, please do share your findings. :7