Nice work and thanks for the breakdown! Always interesting to see someone else's approach to a scene, and the new/different methods they use and/or come up with :)
There are no pdf's of the updated versions available for download!
3D Stylized Environment looks every time beautiful today this is my subject on that I have to Do My Dissertation and bring some new information with our reader.
In September, Epic Games revealed its NVIDIA powered “Bullet Train” VR demo. Now, NVIDIA has officially partnered with Epic Games to create an amazing future for virtual reality.
Epic Games and NVIDIA
Just a few days ago at the VRX 2015 conference held in San Francisco, Nvidia made an announcement that they would be partnering with Epic Games to put their GameWorks VR technology which includes Multi-Resolution Shading and VR SLI into Unreal Engine 4. With Unreal Engine’s powerful engine used to create game projects from high-end console to PC, there is much to look forward to into the future of development.
NVIDIA’s Multi-Resolution Shading is just one of the technologies that are built into the GameWorks VR. Multi-res shading works with VR headsets to raise the performance in the areas where users can see it. The way this works is by delivering a higher resolution at the center of the image where your eyes would be focused, and then the resolution is lowered at the periphery where they’re not focused. This saves graphics workload without sacrificing image quality. This technology will help VR developers get up to 50% more performance out of their UE4 developed VR games and apps.
High Performance Demanded for VR
Because VR is so demanding, developers will need the best performance possible. Immersive VR experiences require 7x the performance of the average 1080p PC gaming experience, so it is of the utmost importance that building an installed base of capable PCs be the very first step to make virtual reality, a reality. NVIDIA is doing this with their products like the GeForce GTX 970 graphics card and with the Multi-res Shading. The company expects the installed base of GeForce VR ready PCs to grow from 5 million today, to over 130 million in the next 4 years.
We’re excited to be working with the entire VR ecosystem to make these experiences a reality — from companies making headsets, input and tracking devices, to capture and streaming technologies, to applications, to software engines that can drive a variety of experiences, to platforms and stores.