Real-time reflections and lighting in XR

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Achieving realistic lighting and reflections in XR is challenging due to performance constraints, but modern techniques enable convincing results without sacrificing frame rates. Below is a breakdown of best practices, technologies, and optimizations for real-time reflections and lighting in VR, AR, and MR.


1. Real-Time Lighting Techniques

A. Dynamic vs. Baked Lighting

TypeProsConsBest For
Baked (Lightmaps)High quality, no runtime costNo dynamic changes, large storageStatic scenes
Real-Time (Dynamic)Responsive to changesExpensive (shadows, GI)Interactive XR
Mixed LightingBalances performance & realismRequires setupMost XR apps

Best Practice:

  • Use baked lighting for static objects (walls, floors).
  • Apply real-time lighting only where needed (moving objects, player-held lights).

B. Global Illumination (GI) in XR

  • Lumen (Unreal Engine 5) – Dynamic GI, but heavy (best for PC VR).
  • Light Probe Probes (Unity/Unreal) – Approximate indirect lighting.
  • Screen-Space GI (SSGI) – Faster but limited to on-screen pixels.

C. Shadows in XR

  • Hardware-accelerated shadows (Vulkan/Metal/D3D12).
  • Optimization Tricks:
  • Use cascaded shadow maps (CSM) for large scenes.
  • Limit shadow distance (e.g., 20m in VR).
  • Disable shadows on small/distant objects.

2. Real-Time Reflections

A. Reflection Methods Comparison

TechniquePerformanceQualityUse Case
Screen-Space Reflections (SSR)FastMedium (missing off-screen data)Water, glossy floors
Planar ReflectionsExpensiveHigh (mirrors, puddles)Small reflective surfaces
Cubemaps (Baked/Real-Time)CheapLow-Medium (static envs)Metal, glass
Ray-Traced ReflectionsVery ExpensiveUltra-realisticHigh-end PC VR

Best Practices:

  • Use SSR for dynamic scenes (Unity URP/HDRP, Unreal).
  • Blend cubemaps with SSR for better coverage.
  • Disable reflections on non-essential objects.

B. Reflection Probes (Unity/Unreal)

  • Place probes strategically (near shiny objects).
  • Update rate: Use “Every Frame” only for critical reflections.

C. Optimized Shaders for Reflections

  • Roughness-based reflection blur (cheaper than real-time rays).
  • Matcap shaders (fake reflections for stylized XR).

3. Platform-Specific Considerations

A. Mobile VR (Meta Quest, Pico)

  • Avoid real-time shadows (use baked lighting).
  • Use mobile-optimized SSR (Unity URP SSR).
  • Low-resolution cubemaps (512×512 max).

B. PC VR (SteamVR, PSVR2)

  • Dynamic lights + Lumen/RTX GI (if GPU allows).
  • Ray-traced reflections (NVIDIA VRSS 2.0 supported).

C. AR (ARKit, ARCore, Vision Pro)

  • Environment Probes (match real-world lighting).
  • LiDAR-assisted reflections (Vision Pro’s RealityKit).

4. Performance Optimization Checklist

Target 90 FPS+ (VR) / 60 FPS (AR).
Use GPU instancing for repeated light sources.
Reduce shadow resolution (1024×1024 → 512×512).
Disable reflections on non-visible objects (occlusion culling).


5. Future Trends

  • AI-upscaled reflections (DLSS/FSR for XR).
  • Neural Radiance Fields (NeRF) – Real-world lighting reconstruction.
  • Varjo’s foveated rendering (high-res reflections only where the eye looks).

Key Takeaways

  • Bake what you can, optimize what you can’t.
  • SSR + cubemaps = best balance for XR.
  • Shadows & reflections are the biggest FPS killers—tweak carefully.

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