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Session Name:

Squeezing Meta Quest 2 with Unreal Engine: A Tech Art Talk

Overview:

Mobile VR is finally here! Well, sort of. Any team that wants to develop a modern-looking game on Meta Quest 2 has to understand the system's technical limitations and how to properly budget the game both assets and gameplay-wise. This talk shows all the optimization techniques and tricks used in "Interkosmos 2000" in order to achieve: (pseudo) Physics-Based Rendering, dynamic, shadow-casting light, photorealistic Earth with stars visible from a moving space shuttle, and more. All of these while keeping stable 72 FPS, with hundreds of interactive, independent, movable objects placed on the level, on mobile VR using Unreal Engine 4.

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