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Making 3D Virtual Cities VR Ready: A Performance Study

In: Augmented Reality and Virtual Reality

Author

Listed:
  • Werner Gaisbauer

    (University of Vienna)

  • Jonas Prohaska

    (University of Vienna)

  • Ulrich Schweinitzer

    (University of Vienna)

  • Helmut Hlavacs

    (University of Vienna)

Abstract

It is important when making 3D virtual cities for virtual reality (VR) that they perform well as a “break in presence” (BIP) might occur when the FPS becomes too low. The key contributions of this research paper are a performance analysis that checks whether two separate virtual cities are “VR ready” on a recommended specification system to qualify for the Oculus Store (i.e., applications must meet a consistent 90 frames per second (FPS)) and several guidelines that are important when rendering large virtual cities for VR. Both virtual cities (Endless City Driver versions) without pedestrians and parked vehicles (but with foliage in the case of the next generation) are VR ready. Reducing the city tile size by half resulted in a much better performance in general.

Suggested Citation

  • Werner Gaisbauer & Jonas Prohaska & Ulrich Schweinitzer & Helmut Hlavacs, 2021. "Making 3D Virtual Cities VR Ready: A Performance Study," Progress in IS, in: M. Claudia tom Dieck & Timothy H. Jung & Sandra M. C. Loureiro (ed.), Augmented Reality and Virtual Reality, pages 207-220, Springer.
  • Handle: RePEc:spr:prochp:978-3-030-68086-2_16
    DOI: 10.1007/978-3-030-68086-2_16
    as

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