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VR 360 Test

https://miro.com/app/board/uXjVLsJis5o=/?moveToWidget=3458764613723908721&cot=14

Test Shots (VR 360 #1)

This is the first test using Unreal Engine to create a 360-degree video.

I used Unreal’s experimental Panoramic Capture Tool to render the image sequences in PNG format at 24 fps and then compiled the video in DaVinci Resolve at 90 fps.

This journey has been an exciting adventure, marking my first experiments with Unreal Engine to create 360-degree videos. During these trials, I successfully rendered 360-degree images.

However, the default stitching method in Unreal introduced some artifacts, and the entire video appeared slightly jittery when viewed in a headset. As a result, I decided to continue refining the process.

Potential Cause:

1. Unreal Default stitching method causes the artifacts. 

2. The inconsistency in frame rate settings between Unreal Engine’s render configuration and DaVinci Resolve’s compilation settings is causing the video to appear jittery.

Test Shots (VR 360 #2)

This is the second test using Unreal Engine to create a 360-degree video.

I used unreal plugin 360 to render the image sequences in PNG format at 24 fps and stitched them together into panoramic images.

Last, I compiled the video in DaVinci Resolve at 90 fps.

Side By Side Comparison (FFmpeg Stitch)

With Volumetric Fog, Bloom, Light Shafts, and Vignette Turned On (Figure #1)

With Volumetric Fog, Bloom, Light Shafts, and Vignette Turned Off (Figure #2)

As shown in the images above, the FFmpeg stitching method performed exceptionally well with Volumetric Fog, Bloom, Light Shafts, and Vignette turned off. These elements can introduce unpleasant stitching artifacts, as highlighted in Figure 1. (While these artifacts may not be very noticeable in the image (Panoramic) format, they can appear severe when viewed inside a VR headset.)

Therefore, for the rest test renders, I have disabled Volumetric Fog, Bloom, Light Shafts, and Vignette settings and added them back at the post stage.

Potential Cause:

1. The inconsistency in frame rate settings between Unreal Engine’s render configuration and DaVinci Resolve’s compilation settings is causing the video to appear jittery.

Test Shots (VR 360 #3)

This is the Third test using Unreal Engine to create a 360-degree video.

I used unreal plugin 360 to render the image sequences in PNG format at 30 fps and stitched them together into panoramic images.

Last, I compiled the video in DaVinci Resolve at 30 fps.

In this test render, the earlier shattering effect has become less noticeable. However, the default stitching method in Unreal still introduces some unwanted artifacts in the final output video.

As a result, I decided to continue refining the process.

Potential Cause:

1. Unreal Default stitching method causes the artifacts. 

Test Shots (VR 360 #4)

This is the fourth test using Unreal Engine to create a 360-degree video.

I used unreal plugin 360 to render the image sequences in PNG format at 30 fps and stitched them together into panoramic images.

Last, I compiled the video in DaVinci Resolve at 30 fps.

In this test render, the earlier shattering effect has become less noticeable.

By switching from Unreal’s default stitching method to the FFmpeg stitching method, I was able to dramatically reduce the unwanted artifacts in the final output video.

As a result, I have decided to use this method for the final project output.

All Resolved

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