kimusan wrote:Sweet Goldorak! Many thanks for posting that snippet of code and confirming my assumptions about the format.
Is the limit in animation length determined by the amount of data that can be held in RAM on the Note 4/Galaxy S6 etc for Gear VR ? If so what is it in terms of max number of frames?
The big challenge for us who are rendering with other engines will be computing time. From what I can understand we are talking about 28 times the amount of pixels per second for this compared to full HD at 30 fps. This makes for a nice incentive to change platform to cloud based GPU rendering but with a ton of assets and established workflow on other platforms this is not an easy choice.
Best regards,
Kim
I am working on getting streaming support via local storage on Gear VR, but right now, we are limited to what fits in RAM. That is roughly:
- 250 frames on Note 4
- 400 on S6,
- 800 on Note 5/S6+
On PC, in the 3.00 release we now in development, we can stream off disk at 120 fps (not the same data as Gear VR, but ORC/ORBX player handles this for you via a single URL that pulls down the right format). This will also have mesh layers be exposed in the scene system, which is useful with Octane 3 baking. in fact , the ORBX 3 player is pretty much meant to be released in tandem with Octane 3.
Next year, we plan to moving ORBX player past GL (e.g. Vulcan et al) in a version 4 release, and this is where more exotic output/playback options we have been working on can be leveraged for high end HMDs like CV1, PSVR and Vive.