Are you talking about the door on the right hand side of the mirror cube room? Sadly there isn't anything behind it. I intended to put another room there to show off other aspects of ray tracing, but ran into time and performance constraints. Let me know if you have any suggestions for things you'd like to see since I'm thinking of working on this project again.
Jonah Walters
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I'm so glad you liked it! Haven't delved too deeply into VR in Unreal Engine in a while, and for this project it didn't cross my mind due to the performance requirements. However with DLSS it's much more feasible. I'd love to see it in VR myself, so I might give it a try!
I let the slider for reflections go up that high for that exact reason! It doesn't run well by any means but it's cool to get a peak at what might be possible in the future (even if it is at 5 fps).
Thanks for the kind words! The global illumination implementation definitely needs the most work in terms of both visuals and performance. It can be by far the most demanding RT feature in many situations. It's something I hope to improve in the future, as well as adding DLSS support, which on it's own will bring a huge boost in performance!
Thanks for the awesome feedback! The framerate issues are due to all the lighting being fully dynamic, that coupled with the volumetric fog is very intensive. I had to make all lighting dynamic because my models do not have light maps. I noticed the jumping issue as well! I believe it is due to the character having a capsule as the hitbox, because if it is sliding of the edge of a platform it will make you loose your first jump. I plan on improving these things soon.