~/talk

How Drifter Optimized & Delivered Robo Recall for Oculus Quest

Talkat Unreal Dev Days 2019 · on Thursday, 2019-11-21· [webxr]
links:none on file
name:Ray Davis
links:none on file
slides:none on file

A full Rift-quality Robo Recall build is ported to Oculus Quest as Robo Recall Unplugged by cutting visuals but keeping the same physics and interactions; key wins include using RenderDoc captures, Unreal’s Stat Unit and profiler, and Blueprint nativization to eliminate multi-millisecond spikes, switching to the RHI thread and HLOD to hit a target of ~250 draw calls, trimming Materials to ~35 instructions, fitting in ~2.1 GB (64-bit fixes fragmentation), and meeting the 13.8 ms frame budget while preserving gameplay.

AI-written summary · about

  1. 0:00Intro
  2. 0:59About Drifter
  3. 2:15Agenda
  4. 2:54Profiling Optimization
  5. 5:24StatUnit
  6. 6:26Draw Calls
  7. 7:44GPU Draw Calls
  8. 8:38Draw Calls on PC
  9. 10:49Game Thread Optimization
  10. 13:00Blueprint Nativeization
  11. 15:43Player Proximity
  12. 18:16Memory
  13. 19:43Audio
  14. 20:49Performance
  15. 22:23Components
  16. 23:46Render
  17. 26:57Visibility
  18. 27:56HLOD
  19. 30:24Additional Tips
  20. 37:04Content Examples
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