Autodesk are continuing to push their virtual reality credentials with the latest version of their Stingray game engine which adds expanded VR support including HTC Vive and Oculus SDK 0.8 integration plus a new 3D character creation workflow.

Autodesk, well known for their CAD (AutoCAD) and 3D modelling software (Maya / 3DS Max) launched virtual reality support in their game engine Stingray in August of last year, starting with native support for the Oculus Rift headset.

At GDC today, the company have now announced that version 1.2 of Stingray will expand on those VR credentials to include native support for the the HTC Vive. The move brings the engine step closer to competing with the likes of Epic’s Unreal Engine or Unity which both include native support for all 3 of the major VR headsets, including Sony’s forthcoming PlayStation VR.

autodesk stingray oculus rift game engine virtual reality (1)

Stingray features modern rendering features like physically-based shading, advanced particle effects, global illumination, and screen-space effects, along with integrated systems for lightning, animation, AI navigation, UI, audio, and physics.

Stingray v1.2 is available for subscription customers to download starting March 15, 2016 and runs $30 US MSRP per month. Maya LT 2016 Extension 3 will be available for download to customers on subscription April 18, 2016, and includes access to Stingray v1.2 in the monthly subscription fee. For more details about Stingray v1.2, Maya LT 2016 Extension 3 and Autodesk’s GDC 2016 presence, head here.

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Based in the UK, Paul has been immersed in interactive entertainment for the best part of 27 years and has followed advances in gaming with a passionate fervour. His obsession with graphical fidelity over the years has had him branded a ‘graphics whore’ (which he views as the highest compliment) more than once and he holds a particular candle for the dream of the ultimate immersive gaming experience. Having followed and been disappointed by the original VR explosion of the 90s, he then founded RiftVR.com to follow the new and exciting prospect of the rebirth of VR in products like the Oculus Rift. Paul joined forces with Ben to help build the new Road to VR in preparation for what he sees as VR’s coming of age over the next few years.
  • Raphael

    So $30 per month for a game engine when unreal and cry engine cost nothing. Need it be said that both the free engines are vastly superior.

    • James MacDonald

      I think they aiming for existing Autodesk users like myself. I’m a 3d Architecture and interiors visualiser. We’re experimenting with 3d stereo cube renders using VRay, 3d Max, Google Cardboard and the holodeck 360 app. Clients love it, VR has a big wow factor in presentations. However, the first thing my boss and the clients asked was “Can I move?” Short answer is No. I tell them not until I’ve a created a workflow to get my Max model into a game engine and converted all its vray lights and materials and then learnt how to code to stop you walking through walls etc. I’m learning Unity but I’m lucky if I’ve got an hour or two a week to dedicate to it. Much easier if I can just click file and export to Stingray. Would actually save the company money rather than paying my salary while I learn Unity.

      • Raphael

        Unity requires that you code though. Unreal has blueprints for non coders. Does the stingray not require coding?

        • James MacDonald

          http://www.autodesk.com/products/stingray/overview

          I just had a look. Video says a “visual node based scripting system”. Looks a lot easier then what I’ve been learning in Unity. Also it has a direct link to Max so if I move a wall in Max it moves in Stingray. I’ll give the free trial a go when I’ve got a quiet week.

          • Raphael

            Good idea. I’ve used the cinema 4d version of vray by the way.