Single pass and multi-GPU rendering in Serious Sam VR
Karlo is an engine programmer at Croteam who also dabbles in game and tools programming, currently working on VR support in Serious Engine.
Performance in VR is even more important than in regular games because low frame rates can seriously degrade user’s experience and even make them feel sick.
To increase the performance of Serious Engine we implemented multiple vendor specific single pass VR rendering methods (LiquidVR, VRWorks) both for single-GPU and multi-GPU configurations.
This talk will go through many pitfalls encountered while trying to support all these methods using the same rendering system.