~/talk

How to Get the Most Out of Mobile VR in Unity

Talkat Vision VR/AR Summit 2017 · 2017-05-01..05-02· [web-performance]
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Unity 5.6 adds Unity 5.6 native Daydream support and a Mali Graphics Debugger (MGD) workflow: drop the MGD library into Plugins/Android, enable Development Build, install the MGD Android app and trace OpenGL ES or Vulkan frames over USB. Enabling single-pass stereo reduces CPU load ~50% on draw-heavy scenes (tests with ~100k draws), MSAA visually costs almost nothing on Mali, use ASTC texture compression for quality and bandwidth, and implement shadows/reflections/refractions with precomputed local cubemaps to cut runtime bandwidth and avoid per-frame render-to-texture. Vulkan shows ~10–12% energy/CPU savings.

AI-written summary · about

  1. 0:00Mobile VR in Unity intro
  2. 2:16Daydream support in Unity 5.6
  3. 5:12Stereo rendering benefits
  4. 12:13Mali Graphics Debugger demo
  5. 18:43Mobile VR best practices
  6. 20:56Rendering techniques optimized
  7. 30:08Vulkan in VR future
  8. 32:41Key takeaways
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