Game engines


Titans of Space has been ported to Samsung GearVR by DrashVR - September 3, 2014
Challenges of porting to Gear VR by Sergio Hidalgo - September 3, 2014
Launching on Gear VR by E McNeill - September 3, 2014
Optimizing Darknet reddit thread by E McNeill - October 20, 2014
Temporal Anti-Aliasing
Unite Europe 2016 - Getting More From Rift, Touch, and Gear VR
Developer Perspectives: Lessons from E McNeill by E McNeill - January 11, 2017

Unreal Engine 4

Optimizing Frame Rate in Unreal Engine for the Oculus Rift reddit thread by John (Jack) Pritz - September 29, 2014
The Vanishing of Milliseconds - Optimizing the UE4 renderer for Ethan Carter VR by Leszek Godlewski (Flying Wild Hog Kraków) - July 13, 2016

CryEngine 3

Stereoscopic rendering
High performance stereo rendering for VR by Timothy Wilson (2015)

View-independent effects

Implementing Stereoscopic 3D in Your Applications (2010)
The In and Out: Making Games Play Right with Stereoscopic 3D Technologies (2009)
3D Vision Technology Develop, Design, Play in 3D Stereo (2009)
PlayStation®3 Making Stereoscopic 3D Games

Instanced rendering : about a 14% improvement on CPU time, and about a 7% improvement on the GPU

Hidden and Visible Mesh optimization

Depth perception


Fast Gather-based Construction of Stereoscopic Images Using Reprojection by Marries van de Hoef (Utrecht University) - 2011 < 1 ms
Bringing Stereo to Consoles by Nicolas Schulz (Crytek) - 2010
Optimization for Making Stereoscopic 3D Games on PlayStation PS3 - 2011 1ms on consoles
Vorpx Z-Buffer 3D :
TriDef Power3D :

Stencil rejection

Multi Resolution Shading

Temporal AA