In this interview:
Alexandre Coulombe offers his perspective on the ongoing Unity vs. Unreal debate in XR development. His insights shed light on achieving high visual fidelity, the evolution of MetaHuman in Unreal Engine, and the transformative role of VR in education and design. Alexandre’s extensive experience makes this a valuable read for anyone who wants to understand how to build digital worlds and truly immersive experiences.
Host: What's your take on Unity vs. Unreal for XR development?
Alexandre Coulombe: My journey began with Unity around 2010 due to its accessibility, especially as an architect with minimal coding experience. However, I gradually transitioned to Unreal Engine for projects demanding higher polish and photorealism. Unreal, with tools like Datasmith, simplifies importing large architectural files, delivering superior out-of-the-box quality, albeit requiring more powerful computers. Unity is still preferable for targeting multiple platforms, but for visually demanding projects, our extensive Unreal library offers an advantage. The choice between Unity and Unreal depends on the specific requirements of each project.
Host: What is the “cost” of high visual fidelity in Unreal?
Alexandre Coulombe: Attaining high fidelity in Unreal Engine does involve trade-offs. Post-processing features in Unreal like tone mapping and bloom enhance cinematic quality but are resource-intensive. You must optimize by balancing detailed materials with lower polygon counts and managing draw calls effectively. With Unreal Engine Five, innovations like Nanite and Lumen have eased optimization and lighting challenges, yet they demand high-end hardware and don't support mobile devices currently. In essence, high fidelity in Unreal comes with a need for technical optimization and powerful computing resources.
Host: Are there templates in Unreal Engine similar to Unity's SDKs?
Alexandre Coulombe: Yes, Unreal Engine provides valuable templates and SDKs. The VR Template facilitates basic VR functionalities and can be directly deployed to various platforms. The lesser-known Collaborative Viewer Template is ideal for multi-user interactive experiences. It supports both VR and desktop, offers different navigation modalities, and uniquely features out-of-the-box multiplayer capability. These templates are excellent starting points for diverse interactive experiences in Unreal Engine.
Host: How is MetaHuman evolving in Unreal Engine?
Alexandre Coulombe: MetaHuman is advancing but is still emerging in commercial projects. It enables the creation of highly realistic characters easily imported into Unreal Engine projects. Innovations like Mesh to Metahuman convert any 3D head model to a MetaHuman format, while Metahuman Animator, using iPhone's depth sensor, captures intricate facial details. Although not yet ubiquitous in mainstream projects, these advancements are steadily expanding MetaHuman’s potential in gaming, film production, and more.
Host: As an 'XR Dad', how do you see VR influencing your kids' learning?
Alexandre Coulombe: Introducing my kids to VR has significantly enhanced their problem-solving and spatial abilities. They’ve been adept at complex VR puzzles from a young age, something I attribute to their early exposure to VR. However, it’s important to use VR actively and educationally, not as passive entertainment. Interactive, curated VR experiences can profoundly benefit children, fostering creativity, imagination, and advanced cognitive skills.
Host: What are your suggestions for learning Unreal Engine?
Alexandre Coulombe: For learning Unreal Engine, a blend of online resources, structured courses, and hands-on experience works best. Online tutorials and YouTube content creators offer accessible lessons. Live instruction through authorized training centers like Agile Lens provides structured, certified courses, beneficial for those who prefer interactive learning. Community engagement through forums, webinars, and live events enhances learning and networking. Finding a method that resonates with your learning style is key, be it through self-led online resources or structured courses.
Host: What common mistakes do you observe in immersive experience development?
Alexandre Coulombe: A common error in immersive experience development is not fully utilizing the medium's unique qualities. Often, creators try to adapt traditional media concepts to VR/AR, which doesn't always translate well. Each medium has distinct strengths. Understanding them is crucial for creating good experiences. Active design in VR – making real-time adjustments in a spatial context – is often overlooked. Also, VR should be viewed not just as a tool for visualizing real-world projects but as a platform for unique, standalone experiences that explore creative possibilities beyond physical world constraints.
Host: What is the current state of VR/AR hardware development?
Alexandre Coulombe: The VR/AR hardware landscape is evolving. Meta has advanced in making VR accessible, but the lack of competition has led to slower technical progress. Apple's entry into the market, especially with its focus on high-quality tracking, will likely drive improvements and competition. The Apple Vision Pro, despite its current high price, indicates a shift towards sophisticated, user-friendly VR/AR technologies. This emerging competition is crucial for spurring innovation and enhancing user experience, making these technologies more widely accessible.
Host: Do you recommend investing in mixed reality development?
Alexandre Coulombe: Investing in mixed reality requires careful consideration. My personal experiences with mixed reality, especially with pass-through technology, have been less than optimal due to issues like visual distortion and discomfort. However, as hardware evolves, these challenges may diminish. Developers should assess the current limitations against potential benefits. If mixed reality aligns with project goals and offers clear advantages or innovations, investment can be fruitful.
Host: What’s the role of VR in the design process?
Alexandre Coulombe: VR's role in design transcends mere visualization. It should be an active tool throughout the design process, allowing designers to make spatially informed changes in real-time. Design decisions should happen within VR, adapting to various stages of design development. VR is not just a pre-visualization tool for the real world, it's a medium where innovative, standalone virtual experiences can be created, experiences unattainable or impractical in the physical world. This perspective opens up vast creative possibilities, leveraging VR's unique spatial and interactive capabilities.
Host: Any final thoughts you’d like to share?
Alexandre Coulombe: I encourage exploring our production of "A Christmas Carol" in VR, an annual event that evolves with new features and technological experiments each year. It's a unique VR experience that pushes creative boundaries, and we're eager for audiences to see the advancements we've made this year. Also, check out Ink and Paint for a fascinating project I'm currently involved in. These projects reflect the possibilities and creative applications of VR and Unreal Engine in storytelling and immersive experiences.
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