Look Ma, No Jutter! Optimizing Performance Across Oculus Mobile – Unite LA
The introduction of mobile AR means the arrival of more accessible devices, and for developers, a broader range of consumers to target. The good news is that you’re “already ready.” A stable of universal techniques and best practices can help reduce draw calls and maximize performance without sacrificing fidelity across Gear VR, Oculus Go, and Project Santa Cruz. We’ll start with an overview of the devices and basic considerations, and go step by step through the process of reviewing and optimizing textures, scene geometry, and lighting. If you’re interested in Project Santa Cruz, you will also benefit from an introduction to Unity’s profiling workflow.

View on YouTube


Sähköpostiosoitettasi ei julkaista. Pakolliset kentät on merkitty *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>