|Session Name||Virtual Reality and Getting the Best from Your Next-Gen Engine|
|Speaker(s)||Patrick Connor, Ian Bickerstaff|
|Company Name(s)||Sony Computer Entertainment Europe, Sony Computer Entertainment Europe|
|Track / Format||Programming|
Creating a game engine requires knowledge of the hardware and software of your target system. Nowhere is this more important than with virtual reality, where a consistent high frame rate and low-latency are essential to the experience. This presentation will introduce techniques used to deliver high-quality virtual reality with a focus on Project Morpheus, and will describe methods that will help you get the best VR experience from your game engine. Many of these methods are not exclusively for VR, and so can benefit any games targeting next-gen hardware.