Optimizing Your Unity VR Game (14 Tips & Tools)

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Alright, here are the promised references!

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Hope you liked this and good luck with your project!
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Thanks for watching, y'all! I was worried about making this Youtube channel too technical, but I had to make this video to help other fellow devs struggle less.

That being said, what do you think of this kind of content? Do you want more stuff like this?

LucasRizzotto
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Someone on reddit posted some other great tips!

- Set anchor overrides for reflection probes and lighr probes. It is a great way to make sure non-static objects are batched together if they cannot benefit from GPU instancing
- Use a 4k lightbaking map. Only 1.
- Simple animations can happen using GPU animations. It is a special shader and you plung a wacky looking texture into it and it makes mesh renderers move around.
- Adjust your render order to reduce overdraw
- Dont use transparency unless you really need to.

LucasRizzotto
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I have nothing to do with Game Development. I was just Googling when I can get my hands on that sweet new oculus quest and stumbled upon this video. Watched the entire thing it was insightful and fun to watch. I can now rant at PubG developers with more informed arguments. Thanks.

sumohaxr
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The most important of all these is choosing an appropriate art style.

DamienPaulLabonte
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Definitely more Quest development tips n tricks would be very, very appreciated. Thank you :)

Pub_Squash
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I haven't watched the whole video yet but I can already tell that this is the energy we need for VR tutorials

lauranerder
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I freaking live for complicated technical af videos that are still hilarious and entertaining. I'm so sad this video probably won't reach a very wide audience because it's amazing. Thank you!

ILoFoSho
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I can’t believe that you made the topic of optimizing entertaining! Excellent work and I will be using most of these tips

devPuppy
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This is one of the most amazing tutorials! Laughed and learned a lot! Thanks!

AnnaConstantinova
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omg, what a timely video. It's like you published it just for me!

jonva
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This is probably the most immediately useful AND entertaining video on Unity ever Hahaha. Keep these coming!

JoshGonsalves
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Great video, Lucas! One suggestion I can make is to use mobile shaders for materials over unity's standard shaders when PBR is not necessary.

catdevpete
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Watched you video a year ago.
Was expecting lot's more view on it.
You video is so underrated !

EloiTeaching
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I hope that this will all come in handy for my development projects for the Oculus Quest

orgotmata
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This is the best video about VR I have ever seen

rem
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Probably the best optimization video for unity out there!!!

roycefernandes
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I watched in like 20 times any time i start a new project! Thanks man!

mrprogress
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what a heartwarming video!
actually this is basic principle of perfomant game development.

KimboKG
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About GPU Instancing: DON'T AUTOMATICALLY TURN IT ON! I discovered that indeed enabling GPU Instancing on all your materials does reduce the amount of draw calls that the Frame Debugger detects when you're using it. The reason for this is its passing all those calculations to the CPU, and then returning those merged meshes as one draw call. The only reason you'll want to do this is if you've got a bunch (50-100+) objects with the same mesh all being rendered, otherwise the CPU is actually slower. I had previously run into the same conclusion, but when I looked into why GPU Instancing isn't always checked by default and realized I had to go in and uncheck all my materials, I got back like 10-15 FPS on the Quest 1.

gregoryosborne
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Thanks for the tips! Nice to see so many in one place. Aren't the ideas of combining objects and occlusion culling in opposition to one another? The more pieces you break a scene into the more efficiently you can cull what is behind the user.

GregDowning