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Video: Deconstructing Valve's advanced VR rendering techniques

Valve has been experimenting with VR headsets since 2013, and at GDC 2015 engineer Alex Vlachos shared what he and his fellow Valve colleagues have learned about advanced VR game rendering.

Virtual reality game development is a hot button topic, and few studios have been experimenting with VR games longer than Valve.

The firm has been creating advanced prototype VR HMD's since mid-2013, and Valve engineer Alex Vlachos believes that experience has afforded him and his colleagues a ton of unique VR-specific rendering knowledge.

At GDC 2015, Vlachos took the stage to share that knowledge with VR-curious developers and deconstruct the unique rendering challenges that come with VR game development.

Beginning with the basic requirements of VR rendering, Vlachos walked his audience through topics like efficient stereo rendering, reducing rendering latency, constrained anisotropic lighting, and other practical tips and tricks relating directly to VR rendering performance and quality.

It's a fascinating talk that runs down a ton of technical insight in just over an hour, and now you can watch it for free over on the GDC Vault.

About the GDC Vault

In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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