Overview
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Explore optimizing performance across Oculus mobile devices in this 42-minute Unite LA conference talk. Dive into universal techniques and best practices for reducing draw calls and maximizing performance without sacrificing fidelity on Gear VR, Oculus Go, and Project Santa Cruz. Begin with an overview of devices and basic considerations, then progress through step-by-step processes for reviewing and optimizing textures, scene geometry, and lighting. Gain insights into Unity's profiling workflow for Project Santa Cruz development. Cover topics such as Single Pass Stereo, shadows, lighting, color space, antialiasing, Graphics API optimizations, VR Vapor GPU, and profiling techniques. Learn how to optimize a frame, determine CPU or GPU bound scenarios, and implement vertex bound optimizations. Discover perceptual tricks, compare SteamVR and Oculus SDK, and understand postprocessing effects. Address questions about frame rates, SDK compatibility, and device-specific considerations for mobile VR development.
Syllabus
Intro
Single Pass Stereo
Shadows Lighting
Color Space
AntiAliasing
Graphics API
Optimizations
VR Vapor GPU
Profiling Workflow
Optimizing a Frame
CPU or GPU Bound
Vertex Bound
Optimization Cycle
Questions
Lex
Gear VR
Perceptual Tricks
SteamVR vs Oculus SDK
Postprocessing
Why 72
When you cant hit 90
Does this apply to 2017
Whats not
Taught by
Unity