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Live VR rendering - Things you should know

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[ @Chaosgroup #Vray #VR #Rendering ]
In the upcoming V-Ray 3.5 for 3ds Max, V-Ray User will have a way to output the Active Shade VFB to either the Oculus Rift or HTC Vive, then they can render and view the changes in VR as they are made. So Chaos group has posted an article on their blog about Live VR rendering to help you have better understanding about Live VR rendering

>> See Also: V-Ray 3.5 for 3ds Max is coming with Adaptive Lights


In the post, They explained about what is Live VR rendering, how it works and how to set up Live VR rendering with Oculus Rift or HTC Vive before render using V-Ray 3.5 for 3ds Max.
Currently, this only works if your VR headset is connected to the computer that is rendering. Therefore we currently support the Oculus Rift, or devices that support OpenVR such as the HTC Vive.

Based on the fact that these renders need to be very large, it is recommended that you use GPU rendering to speed up the rendering as much as possible. Additionally, since you will also need a powerful GPU to view your VR output, it is also recommended that you have at least 2 GPUs in your computer for this to work, where one is reserved for the VR output, and the others can be used for rendering. If you use the same GPU for rendering and VR output, the output will have very poor performance and will create a very negative experience and possibly cyber sickness.
Check out article here!


Related video: V-Ray 3.5 for 3ds Max: V-Ray Clipper in V-Ray GPU


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