Hi Omniverse Team,
Really love the idea of building once in an USD project and being able to use that same USD project for XR usage too particularly for clients review. Unfortunately performance and quality is a big miss currently considering the high specifications(A6000/3090) needed when compared to enscape VR, unity/unreal engine which does not required the top of the specs GPU to drive their VR experience and offer better quality. These are the benchmark real time renderer and engines performance/quality that omniverse XR will need to match or surpass to be effective else there would be no incentive to use omniverse XR for XR experience.
The RTX real time renderer quality needs improvements to be somewhat closer to the path tracer in quality parity (Pathtracer has good quality but is not effective to be use in XR as the renderer will keep updating on the constant camera movement).Performance is also not idea considering the hardware specifications used, taken into account that VR needs the consistent high frame rate for a good user experience which is crucial.
Positive I did find using is on the AR tablet which is workable but does lose tracking here and there, could use a improvement on a more stable tracking experience.
I know Omniverse XR is very new and under beta but hope to see major improvement to Omniverse XR for it to be widely adopted. Thanks !
Thank you for your feedback, @DavidDPD! We will be sure to use your input as we continue to improve Omniverse XR! We appreciate you taking the time to let us know your thoughts!
Hey David, thanks for your feedback!
You’d be right thinking there’s a performance difference between game engines and Omniverse XR for the same workflows - they’re vastly different architectures! Specifically though, the reason we made the choices we made in design of this tool - is to support Raytraced VR. Raytracing is critical to the future of spatial computing, and Omniverse is built around the abilities that we get from raytracing. For VR, you can read about the advantages of raytraced VR in our blog post here.
For many workflows, Omniverse XR is incomparably faster. For example, loading gigantic scenes that would require hours of preprocessing on engines built for games can be done in seconds in Omniverse XR. Likewise, raycast based operations are incredibly cheap in Omnivese XR, so building a navmesh is redundant. This means loading production assets and playing with them can happen in real time.
That said, if you’re making a game, game engines are awesome, and some (like UE5) work with Omniverse, so you can enjoy your current authoring environment and the benefits of working in Omniverse at the same time.
So true. Coming from developing in Unity and Unreal, having the whole scene preparation being done out of the box with just dropping in the assets is really remarkable. No lightmapper baking needed, no reflection probe setup, no fiddling with lights trying to tune for a realistic lighting setup, no need for tricks to achieve a compelling scenario…
@DavidDPD But yeah, more performance is always wanted.