Home Artists Posts Import Register

Content

First, I wanted to say sorry about the VR quality. I thought it was just Adobe rendering at a lower quality in the preview BUT NO. That's how it came out!

So after some more testing, I've found that my Yoko VR version has such shit quality that I went back into UE4 and re-rendered all of it in 8k.

On top of that, I've researched into Adobe Exporting some more and found that my settings were absolutely terrible for quality. Ruining an already standard definition looking 4k. (Because it's like a 4k screen that's super zoomed in and stretched all around you)

These settings seem to keep up the quality super well in my tests. Previous ones were just export and go so this will be 99% better. (Especially that max quality 2 pass bitrate. That's gonna be slow but worth every pixel saved
Edit: Actually that 2nd pass didn't make much of a difference)


Well after discovering Deo VR to help test everything officially so that I know what i'm doing, A new YokoVR vid is SLOWLY rendering from Adobe. But on top of this, i'm deciding for the future that vr vids will be in 180 degrees instead of 360. All that 360 stuff is pretty much exhaustively swiveling your chair around to look while 180 can give the benefit of moving the camera again without making the user too sick and yet still immersive. On top of that, it can keep quality much better because this 8k 360 vr rendering is gonna take at least two days. Plus, barely any video players can play that quality smoothly right now. (It may look WAY better on youtube though on the 4k setting now)
So if I can find a way to make 4k look good and be lighter than 8k's 798 GB, I'll take it.
But if that 4k test STILL looks just ok and not up to what I think it should be, well now i'm much better prepared to render in 8k to fight off youtube and adobe compression for 4k viewing.

Comments

No comments found for this post.