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Supported Unreal Versions

  • 5.0.0 - DirectX11

  • 5.0.1 - DirectX11

Support and Guidance

Please read this document carefully before submitting a support request.

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  • As a 360 camera system is created, the effect of Occlusion Culling is minimal. This is most of the performance lost when adding the Igloo Toolkit to a level or project. Occlusion culling is the backbone of high-end visuals. The only instance where it works effectively is when occluders are correctly identified and objects behind them are hidden.

  • Post-processing has immediate diminishing returns: Within the Igloo space, you are between 2 and 3 meters away from the screen, which means you lose a lot of graphic fidelity created by post-processing. Due to how the post-processing systems work in Unreal, most won't function through the 360 camera even if you attempted to use them, as they only ‘work’ on the main camera (which is on the console monitor and not part of the camera rig). To mitigate both of these issues, use global post-processing effects that are on the cheaper side of rendering costs. i.e tone mapping, ambient occlusion, and lighting effects.

  • Keep particle effects to a minimum, aim for Mobile gaming levels of particles, or use VR particle systems.

  • Exposure control will need to be manual. Automatic will create visible lines within the Igloo output.Ray Tracing is currently not supported by multiple camera systems

  • Level of Detail (LODs) on models is the best way to reduce draw calls and poly count. Along with draw distances set at conservative levels.

  • Texture quality can be high, but again; as you’re standing so far away from the screen the difference between a good 1024px texture, and a standard 4k texture is minimal.

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