Geomerics Whitepaper Explains Lighting's Importance To Immersive VR

Geomerics published a whitepaper exploring how important lighting is to creating immersive virtual reality (VR) experiences. The paper features interviews with people from nDreams, Oculus Story Studio, and ARM Enlighten about how each company approaches lighting in VR. Seeing is believing, after all, and nothing messes with a person's suspension of disbelief more than weird lighting that doesn't behave quite like people expect.

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Nathaniel Mott
Freelance News & Features Writer

Nathaniel Mott is a freelance news and features writer for Tom's Hardware US, covering breaking news, security, and the silliest aspects of the tech industry.

  • anbello262
    For VR, I think that HDR is a must for many games, especially when they are dark/horror games. Remember the (exagerated) focus/brightness auto adjust from the first Mirror edge, trying to mimic our eyes? What if we could just let our eyes do it, with some seriously natural-feeling brightness?


    But I sincerely believe that lighting has a VERY long way to go. We still have some pretty lackluster implementations of lighting in modern non-VR games, and ray tracing is probably quite far to what it should be to feel natural. I don't recall seeing a game where a white wall would slightly reflect your bright red shirt when standing next to it, as a basic example (have only seen it done on static elements of the game, not moving players/monsters. If you know examples, please let me know and will happily play them)
    I have only seen some ray-tracing on specular reflection objets, and even there it is not the best most of the times.
    I would guess that it maybe has a bigger impact than 4K/high resolution on the "feel" of the game.

    I understand that it has a huge performance impact, and therefore it is nowhere practical for VR, but when not even normal games are advanced enough, I don't really see realistic lighting on the near future of VR.
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