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Making 3D Virtual Cities VR Ready: A Performance Study

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Augmented Reality and Virtual Reality

Part of the book series: Progress in IS ((PROIS))

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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.

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Notes

  1. 1.

    Oculus Rift and Rift S minimum requirements and system specifications are given in https://support.oculus.com/248749509016567/.

  2. 2.

    The first author.

  3. 3.

    For the ECD TOV this was not easily possible as the tiles were handmade, and the tiles do not fit together anymore if cropped.

  4. 4.

    The tiles should be large enough so that the end of the world is not easily visible.

  5. 5.

    For example, in the video game Grand Theft Auto V the cities were made by human artists which leads to high realism but also means a lot of time and effort in comparison to PCG content. “Los Angeles was extensively researched for the game. The team organised field research trips with tour guides and architectural historians, and captured around 250,000 photographs and many hours of video footage.” (Wikipedia Contributors, 2020).

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Correspondence to Werner Gaisbauer .

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Appendix

Appendix

See Figs. 6, 7, 8, 9, 10, 11 and 12.

Fig. 6
figure 6

The look and feel of 100 pedestrians spawned in a radius of 100 m while driving through the city in Endless City Driver (TOV)

Fig. 7
figure 7

Pedestrians at night while driving through the city in Endless City Driver (TOV)

Fig. 8
figure 8

Bird’ s-eye view of the pedestrians spawned around the car (little dots) in Endless City Driver (TOV)

Fig. 9
figure 9

The main menu of Endless City Driver (TOV)

Fig. 10
figure 10

The look and feel of the randomly parked vehicles while driving through the city in Endless City Driver (TNG). Early feedback was that the city looks like a postapocalyptic ghost town and to counteract that we added the randomly parked vehicles, which also increases the presence (“feeling of being there”) for the user

Fig. 11
figure 11

Bird’ s-eye view of the procedurally generated randomly parked vehicles in the Endless City Driver (TNG). There are 4200 vehicles present in the 6 × 6 city tiles, which is computationally expensive but adds to the realism and presence of the living city, avoiding a ghost town. This image represents only a subarea of one city tile with 15 city blocks visible and the parked vehicles around each city block (coloured spots) with a part of the river seen on the right flowing from the top to the bottom

Fig. 12
figure 12

Some pedestrians are walking on the sidewalks using the improved pedestrian system from (Gaisbauer et al., 2020). A sprawling and living city wsith pedestrians walking randomly around and randomly parked vehicles also including foliage was the goal of the ECD TNG project to convey the “feeling of being there” (i.e., presence) for a visitor

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Gaisbauer, W., Prohaska, J., Schweinitzer, U., Hlavacs, H. (2021). Making 3D Virtual Cities VR Ready: A Performance Study. In: tom Dieck, M.C., Jung, T.H., Loureiro, S.M.C. (eds) Augmented Reality and Virtual Reality. Progress in IS. Springer, Cham. https://doi.org/10.1007/978-3-030-68086-2_16

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