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翻訳の問題を報告
The real answer to OPs question is because VR is still a niche. And by and large the games are over priced and under developed. I still enjoy playing VR though.
Half-Life: Alyx was designed for desktop VR and it's the first and last of it's kind.
Most projects were rushed to release by major publishers in favor of dropping VR completely. This community is still coping with reality.
I would imagine a lot of games, even when not using a deferred rendering method, will still render to an off-screen framebuffer to apply post-processing or tone mapping.
Deferred rendering can be considerably faster than forward rendering when used for its intended purpose. They're used, sometimes with the stencil buffer, to prevent wasted shader processing so only what is actually on-screen will have the demanding lighting and material calculations applied.
They can.
As nVidia stated in this GameWorks Documentation:
"MSAA has always been a major drawback of deferred shading, since the geometry for lighting (in this sample, a full-screen quad) is separated from the scene geometry. Therefore we don't get the benefit of hardware determining which pixels are edges as it does in traditional forward MSAA rendering. In the deferred scenario, we have to be able to determine which pixels are complex and only shade them on per-sample frequency, with the least computation and in the least divergent way possible."
For anyone interested in the detail this nVidia document highlights one solution:
Antialiased Deferred Rendering [docs.nvidia.com]
Both UE4 and Unity as far as I'm aware only support MSAA for forward rendering. There is some limited support for 3D primitives in UE4 but nothing beyond that.
I have no idea if UE5 has introduced any support for this.
If anyone knows of any deferred rendered VR games utilising MSAA I'd be only to pleased to know.
I do think that is also part of why we do not have several advanced features available in VR. The main reason is probably that VR just need special shaders to work, but again, at some extra cost to performance you can render pretty much any shader as far as I know, if you just render each eye individually, but you gain something like 40-60% better performance if you use a single pass method to render frames. But it can only be done with shaders that support doing so.
In Half Life Alyx its pretty clear that the Valve dev team behind it has some masters of shader programming. I mean... look at those bottles with water. That is some impressive and realistic shader work right there. Its certainly one of the things I will have to look into, how to code my own shaders, mainly to figure out how to get existing shaders to work in VR.
Having shaders do MSAA is probably possible, but not sure it would be MSAA if its done in the shader? The shaders are on each object and texture and I think MSAA is done at some other part of the rendering? Also if its done with the shader, I am not sure it would be very good at figuring out what part of the object it is to render. Does it take into account whether the full object can be seen or not? Certainly is a lot of wasted ressources if it ends up fully anti-aliasing some detailed character or object in the game, where the player can only see a tiny corner of it. I am pretty sure with MSAA and most other types of anti aliasing that it is not applied to things that are obscurred from view.
It is at this stage where shader MSAA can be applied, but since all layers have to line up perfectly, or risk visual issues, MSAA has to be taken into account when writing these pixels in the pixel/fragment shaders. This is for all the edges. What happens next is that these layers are used to calculate the lighting and build the final image (buffer). Usually this will be rendered to a orthogonal quad or blit directly to the back buffer.
Nvidia is merely covering for the limitations in the drivers, but the API is fully capable of MSAA at the geometry stage.
In either case, i've playing around with Lumen + nanite in VR with unreal 5.1, something thats not possible with Foward rendering, and I don't know about yall, but i'm more than happy to lower the resolution a bit to have an extremely realistic lighting in VR.
Nvidia also suports DLSS in VR now. This leads me to believe, that in a few years, most devs (not developing for f***ng quest) will prefer the use of Deferred shading.
It uses "Forward+" rendering it seems, which is a type of hybrid rendering, but mainly forward rendering for the improved anti-aliasing.
UE5 is impressive, but it does not perform as well as the Source 2 engine with its forward rendering, because instead of relying on real time lighting and such, everything is prebased into the shaders and textures of each object.
UE5 does have some impressive additions to it. Nanite, Lumen and so on. But while it is impressive and performs very well with the quality it has, it would still require some pretty high end graphics cards to do graphics like HL Alyx, witout using similar methods, which can be done, but then you would not be using Lumen. Nanite could probably still be used though.
VR goes down the Drain and will always remain a niche. When I see what they have now presented at the CES at new "VR innovations", I'm really thinking about stopping with VR altogether ^^. it just doesn't go forward in VR anymore what you can see in all this garbage of the last Months
Way to take the subject to a completely diferent direction......
Anyways, if you would have played video games in the 80s, you would have heard a lot of people saying of them what you are saying about VR today. They were mostly >30s at the time, but I remember my grandmother (>50) saying that the whole "computer thing" was a niche fashion that was going to pass.
So, people that think like you are actually the majority at these stages of new tech. That´s why it goes slow. I mean, cellphones are also 80s tech.
lol This game didn't cost Valve anything. They reused all their assets and used the same engine they've used since 2004. Most of the budget for games goes into marketing, Valve doesn't spend anything on marketing. This game was a win win even If It was a critically acclaimed failure. It failed because it didn't convince anyone but hardcore fandom to buy VR.