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Look Ma, No Jutter! Optimizing Performance Across Oculus Mobile - Unite LA
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- 1 Intro
- 2 Single Pass Stereo
- 3 Shadows Lighting
- 4 Color Space
- 5 AntiAliasing
- 6 Graphics API
- 7 Optimizations
- 8 VR Vapor GPU
- 9 Profiling Workflow
- 10 Optimizing a Frame
- 11 CPU or GPU Bound
- 12 Vertex Bound
- 13 Optimization Cycle
- 14 Questions
- 15 Lex
- 16 Gear VR
- 17 Perceptual Tricks
- 18 SteamVR vs Oculus SDK
- 19 Postprocessing
- 20 Why 72
- 21 When you cant hit 90
- 22 Does this apply to 2017
- 23 Whats not