VR Optimization and Performance Tips for Unity

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Hey Everyone! I have something special for you today. We’re going to be talking about optimizations you can make for your VR project. We’ll be covering models, textures, and a lot of other topics!

This video is also sponsored by Unity, and Arm, so a big thank you to them for their support. If you’d like to learn a bit more about what I’ve covered in this video you can check out the links below.

Arm Documentation:

Arm Dynamic Soft Shadows:

Arm ASTC:

Support my work, and get access to source code!
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great video covering some vr exclusive issues really.. i have a chapter in my phd thesis about optimization issues in VR and have to admit specular aliasing missed me and is a very important concept to introduce early on. For that i thank you for brining it to my immediate attention dude, its so important!

corriedotdev
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Oohhh wasn't I looking for this video? Yes I was! Back when I started my first project you were uploading in the order I was following... I've been looking for a video like this that's explained in the way you did for days! THANK YOU!!

GoldDeniel
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Amazing! Thank you!! I have been making textures for about 15 years and all of the other videos were basic and this is my first VR project. This is the PERFECT "what to look out for" in VR textures.

GeeCeeAte
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Your channel is very helpful, thank you !

Franckie.G
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It was what I really wanted. Thank you!

hjh
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Super helpful and greatly appreciate the succinct way you convey the knowledge - your preparation of what you say is a huge time-saver for the viewer and greatly helps the comprehension - especially if watched at fast speeds. Thanks so much!

sam-vids
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This helped my get some more fps on my first VR Project, I'll continue learning about VR Optimization, thank u :))

danydude
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Thank you very much for those explanations, moreover you have a chill voice and tone which just makes me happy to look around those information, thanks !

dridoupianiste
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Gees, this is really good to know, and so well presented. Thanx.

MrGeejayz
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the most valuable video in optimization so far. thank you.

digitaljeepney
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Andrew once again showing he's the nicest man.

Slivertoken
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This is a superb video. Optimization is truly quite complex.

christophercoutinho
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This video is soooo well made! I can see how much effort went into it! Now I am really motivated to make a VR-Project! Thanks and props!

andrewfullhd
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This is awesome!!! I've been looking for something like this for awhile!

Sail_VR
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This is so good thank you for the consise information, I find it hard to find accurate info on this stuff!

dartninja
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Always providing value <3 thank u so much andrew

patmw
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my scene has no ojects only large landscape. but when i run it in quest 2 i only hear voice, and it is showing passthrough if i remove the headset proximity sensor i see the enviroment shows. i tried to lower resolution no luck

NeroForte_
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Quest2/Unity developer here: I'm still trying to find the right terms to use when trying to solve my problem: My trees in the scene are flickering/jumping like crazy, and the further away the object is, the more pronounced this effect. Up close there are no problems. Is it aliasing, missing mipmapping/lod, what is it called? The trees are static, nonmoving, but with a lot of alpha textures i guess, for realism. How do i combat this? I've tried 30 different websites/troubleshootings, setting renderers and other settings, and there is simply no change. Help appreciated!

deoczidGONI
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Great set of tips.
@5:40 - was curious about the reason to leave gui textures uncompressed. Is that just because they're small, and don't need it as much so don't want to was CPU time, or some other reason? thanks

jeffg
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Nice, btw what's the game in the background, is this a new Unity demo project or is it your project?

rpfake