~/talk

From 0 to 90: achieving peak performance in multiplatform VR development

Talkat Unite LA 2018 · 2018-10-23..10-25· [webxr, web-performance]
links:none on file
slides:none on file

Practical, platform-specific rules: target native VR frame rates (90Hz for Vive/Oculus/Windows MR, 72 for Quest, PSVR 120/90/60 with reprojection) because reprojection and ASW produce visible artifacts; focus on reducing draw calls and overdraw, bake shadows when possible, and keep most rigidbodies asleep. Concrete tools and results: a custom Time Manager replaces co-routines, a rigidbodies awake tool finds costly physics, Unity Profiler plus the frame debugger root-cause 400–600 draw calls on PSVR, Unity Jobs were tested but gave limited wins, and TextMesh Pro is used for performant text.

AI-written summary · about

  1. 0:00Start
  2. 2:20start by talking about reprojection
  3. 12:56render textures and multiple cameras
  4. 15:17avoid calling camera dot render manually in vr
  5. 16:54optimizing for the worst case physics frames
  6. 18:58cpu performance
  7. 20:01simplify your shaders
  8. 23:54recommend using the timeline option in the unity profile
  9. 26:19playstation vr
  10. 26:37control the number of active audio effects playing at any one time
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