CaveUDK: a VR game engine middleware

  • Authors:
  • Jean-Luc Lugrin;Fred Charles;Marc Cavazza;Marc Le Renard;Jonathan Freeman;Jane Lessiter

  • Affiliations:
  • Teesside University, School of Computing, Middlesbrough, UK;Teesside University, School of Computing,, Middlesbrough,TS1 3BA, Cleveland, UK;Teesside University, School of Computing, Middlesbrough,TS1 3BA, UK;ESIEA, Laval, 53000, France;Psychology Department, Goldsmiths,University of London, London, UK;Psychology Department, Goldsmiths,University of London, London, UK

  • Venue:
  • Proceedings of the 18th ACM symposium on Virtual reality software and technology
  • Year:
  • 2012

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Abstract

Previous attempts at developing immersive versions of game engines have faced difficulties in achieving both overall high performance and preserving reusability of software developments. In this paper, we present a high-level VR middleware based on one of the most successful commercial game engines: the Unreal® Engine 3.0 (UE3). We describe a VR framework implemented as an extension to the Unreal® Development Kit (UDK) supporting CAVE"-like installations. Our approach relies on a distributed architecture reinforced by specific replication patterns to synchronize the user's point of view and interactions within a multi-screen installation. Our performance benchmarks indicated that our immersive port does not affect the game engine performance, even with complex real-time applications, such as fast-paced multiplayer First Person Shooter (FPS) games or high-resolution graphical environments with 2M+ polygons. A user study also demonstrated the capacity of our VR middleware to elicit high spatial presence while maintaining low cybersickness effects. With free distribution, we believe such a platform can support future Entertainment and VR research.