![]() ![]() ![]() Although I think the PSVR can’t play more than 30fps, 60fps is a must for comfortable VR viewing on other platforms. ![]() Do this right from the start of your project if able. Very Important: Set the frame rate to 60 fps. Personally I think 2000 x 1000 per eye is a reasonable resolution for 360, but you won’t have the same visual sharpness as in a 180 ° video of course, so consider carefully whether the experience you want to deliver needs a 360 ° field of view. Simply doubling the X resolution to 3840 will give you close to 8K total resolution (4K per eye), I don’t think many systems can play that well - although we’re starting to see content at that resolution. If you’re planning to make a 360 ° video instead, your aspect ratio should be 2:1. For 180 ° video you want a square aspect ratio so you can use any other resolution you like but don’t go much lower than 1000 x 1000 or the VR effect will cease to work well. I usually go with 1920 x 1920 for 180-degree video because that’s the max resolution most live-action VR makers use, but you can go even higher if you want. The video has been accelerated to 1,500%.The resolution here will be your resolution per eye. The comparison shows that rendering at 16x16 is the fastest method. In my second comparison I created a LEGO scene with 25,999 LEGO parts and 40,825,145 faces using the principled shader with SSS and textures like scratches and fingerprints. Note: this isn’t implemented in the latest 2.80 Alpha yet. ![]() This means you can use 16x16 for any case. The dev team is also working on multiple CPU/GPU support for single tiles with the goal that tiling doesn't matter anymore. This is still necessary in 2.79b.īut in the 2.79.5 daily builds there are significant improvements to support optimized hybrid rendering with CPU and GPU. Usually by using the Auto Tile Size addon. Most Blender artists are using the official release only and they are used to set higher tiles for faster GPU rendering. ![]()
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