Virtual Reality Presentations

A collection of videos and presentations of VR Presentations from Arm and partners such as Unity, Epic Games and nDreams.

Arm Presentations

  • Optimizing assets for mobile VR
  • How to improve visual rendering quality in VR on Unity
  • How to get the most out of mobile VR in Unity
  • The future of mobile VR
  • High Quality Mobile VR with Unreal Engine with Oculus
  • Inside VR on mobile
  • Optimized rendering techniques for Mobile VR
  • Developing VR Games for Mobile
  • Implementing Stereo Reflections in VR
  • Achieving high quality mobile VR games


 Partner Presentations

  • The ‘why’ behind the dos and don’ts of Mobile VR
  • Developing for mobile VR
  • Arbitrary amount of 3D data on Gear VR
  • The evolution of Vendetta Online for Mobile VR
    Guild Software
  • Deepoon VR SDK: Dreams to reality

Optimizing Assets for Mobile VR

Joe Rozek - Arm

In this video, we take you through the recommended optimizations that enable you to get the most out of your game on mobile VR. 

How to Improve Visual Rendering Quality in VR in Unity

Ryan O'Shea - Arm

This talk will outline how to improve the rendering quality of your VR content, describing the most common pitfalls and bad practices, before providing clear examples and mitigation solutions of how to best overcome them.

How to Get the Most Out of Mobile VR in Unity

Roberto Lopez Mendez, Senior Engineer, Arm

This session covers the experience in porting Unity applications to VR for the Gear VR and Daydream platforms. It includes some of the best practices to improve the performance and quality of mobile VR applications: MSAA, ASTC texture compression and highly-optimized rendering techniques based on local cubemaps. This presentation also includes the most relevant benefits expected from Vulkan in VR.

The future of mobile VR

Sam Martin, Arm. Juan Wee, Samsung. Alon Or-bach, Samsung.

With the success of Samsung GearVR and recent launch of Google Daydream, mobile virtual reality has taken the consumer center stage. This talk will discuss the mobile VR technology available today, the challenges that mobile VR faces and the technological advances and optimizations available to overcome these challenges. In addition, we’ll cover both the current benefits of the Vulkan API and its potential for future applications. Finally, the speakers will consider how mobile VR technology is evolving and what the future of mobile VR holds for you.

High Quality Mobile VR with Unreal Engine with Oculus

Daniele Di Donato, Senior Software Engineer, Arm. Rémi Palandri, Graphics Engineer, Oculus. Ryan Vance, Senior Rendering Programmer, Epic Games.

High resolution and low latency graphics are key to providing VR users with a truly immersive experience. This talk will share tips and best practices for mobile VR on UE4, as well as the latest rendering techniques from UE4.14 onwards and how the graphics pipeline gets the most from the mobile form factor. Finally, the speakers will consider how mobile VR technology is evolving and what we can look forward to in the future of the field.

Watch the video on the GDC Vault site.

Inside VR on mobile

Sam Martin, Graphics Architect, Arm

An overview of Mobile VR today, followed by a deeper look at Mobile VR latency, implementing Multiple Views and performance tuning.

Optimized Rendering Techniques for Mobile VR

Roberto Lopez Mendez, Senior Software Engineer, Arm

Virtual Reality rendering pushes the hardware to the limits and rendering shadows and reflections in VR is challenging. The talk presents highly optimized rendering techniques for shadows and reflections in mobile VR and considers the importance of rendering stereo reflections in VR.

Developing VR Games for Mobile Platforms

Sam Martin,Graphics Architect, Arm

A look at how VR on a mobile device is achieved, what you can do to improve your VR experience, and what we might expect to see in the future.

Implementing Stereo Reflections in VR

Roberto Lopez Mendez, Senior Engineer, Arm

Learn how to implement high-quality and efficient stereo reflections on mobile devices by using Unity’s native VR support. See the stunning results in the Ice Cave VR demo.

Achieving High Quality Mobile VR Games

Roberto Lopez Mendez, Senior Engineer, Arm; Carl Calleweart, Americas Director & Global Leader of Evangelism, Unity; Patrick O’Luanaigh | CEO, nDreams

How high-quality VR graphics can be achieved on mobile devices by using Unity’s native VR support. Identify many of the challenges surrounding developing for mobile platforms and how best to overcome them.

Featuring a case study from nDreams showcasing the issues they faced when developing Unity-based mobile VR titles including their top rated “Perfect Beach” experience on Samsung Gear VR. It also outlines how they identified the causes of their issues and addressed them.

Finally, there is a look at what we might expect to see in the future of Mobile VR.

Partner Presentations

The ‘why’ behind the do's and don’ts of mobile VR

Patrick O’Luanaigh and Richard Fabian, nDreams

It seems like every virtual reality talk or article recently has a dos and don’ts section. These can be useful to get by, but to overcome many of the platform’s challenges, you need an understanding of what is actually happening under the surface. From movement to frame rates, to draw calls and UI, this talk outlines the actual causes of these issues, how you could overcome them, and why some well-meaning recommendations aren’t always based on fact…

nDreams: Developing for Mobile VR

Patrick O’Luanaigh, nDreams

2016 is the year high-end VR finally arrives, but it will be mobile VR that drives the technology’s growth over the next twelve months. nDreams’ CEO Patrick O’Luanaigh discusses many of the design and technical issues around supporting the multiple mobile VR headsets on the market and presents possible tactics to effectively overcome them.

Arbitrary amount of 3D data on Gear VR

Vinh Truong, Umbra

Umbra software automatically restructures arbitrary 3D data into an easily represented format on any device with user defined frame rates and within set memory budgets.
This presentation explains the Umbra process and shows how we take 30 GB of source 3D data and combine automatic occlusion culling, visibility-based level-of-detail and 3D content streaming to run a high detail version of the content on Gear VR.

The evolution of Vendetta Online for Mobile VR

John Bergman, Guild Software

Vendetta Online is a long-running 3D MMORPG available for mobile and PC platforms. In this presentation, lead developer John Bergman will cover some of the major challenges of adapting a complex, pre-existing title to a “VR-first” mobile experience and how these challenges were resolved. This includes everything from rendering optimization, to user interface and user experience issues.

Deepoon VR SDK Dreams to reality

Leon Zhang, CSO, DeePoon

The DeepoonVR SDK does a great job in helping VR application developers. In addition to supporting game engines such as Unity 3D and Unreal engine, DeepoonVR SDK provides support for native applications. Both mobile and PC platforms are covered. Inside Deepoon VR SDK, a set of VR specific technology such as asynchronous time warping/direct rendering/lens distortion correction will help developers get much better VR experience.