~/talk

Optimizing your mobile VR game

Talkat SGJ 2020 · 2020-01-24..02-02· [pwa, web-performance]
links:none on file
slides:none on file

Practical Unity advice for Oculus Quest development: target 72 FPS, avoid photorealism, use the Universal Render Pipeline and a “potato” render asset (HDR off, shadows minimal), bake static lighting and use occlusion culling, combine meshes and texture atlases to stay under the ~100,000-vertex cost, toggle GPU instancing carefully, and profile with the Unity profiler and frame debugger. Tricks that work: a line renderer bloom for static neon, LUT color lookup instead of postprocess passes, and ECS/Burst for multithreading; a test with 10,000 cubes -> 30 FPS shows the limits.

AI-written summary · about

  1. 0:00Mobile VR game optimization
  2. 1:07Performance challenges in VR
  3. 2:33Choosing art style for VR
  4. 4:42Avoiding post-processing in VR
  5. 8:32Unity project settings for performance
  6. 11:00Optimizing meshes and textures
  7. 12:45Baking lighting for static geometry
  8. 13:30Occlusion culling in Unity
  9. 15:42Final optimization steps
  10. 16:44Profiling tools for VR performance
  11. 18:29Multithreading with ECS and Burst
  12. 20:16Quest rendering optimizations
  13. 20:57Quest vs flagship phone performance
  14. 21:40Mesh merging vs occlusion culling
  15. 22:48Closing remarks and Q&A
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