An interactive VR environment
Using a custom-built Unreal Engine 4 with integrated NVidia Gameworks SDK, combined with Nvidia VRWorks kit, I adapted my UE4 project to render real-time ambient lighting, without any screen-space effects, baked lighting or reflections for VR at 90FPS.
The rig running this at the time is GTX1080 and an Oculus DK2, running it straight from the UE4 project and recording to OBS at the same time.
The lighting solution includes:
Real lightshafts formed by light passing through volumetric environment fog.
Dynamic shadows.
Fully dynamic reflection plane.
Fully lit emissive materials that propagate the emissive color into the ambient lighting volume.
Translucency-supported vegetation material.
This demo also demonstrates a custom-built Ultraleap (then Leap Motion) hand-tracking interaction system. No motion controllers were used in this setup. Instead interactivity with physical objects was created by combining hand gestures with custom vector math to track, offset and compensate various interaction and body part distances, to create an organic and immersive gameplay mechanic.