Chapter 3. Improving Performance and Avoiding Discomfort
Virtual reality is a powerful medium, and with great power comes great responsibility. Because virtual reality is tied directly to your senses, it's important to consider anything that might cause interruptions or appear strange to the user.
Back in Chapter 1, Exploring a New Reality with the Oculus Rift, we briefly covered the adverse effects of inconsistent or low frame rates, and the concept of Asynchronous Timewarp that the Oculus Rift uses to mitigate these effects. However, Asynchronous Timewarp does take away from the immersion of the experience and should be treated as a last resort for the best results.
In this chapter, we'll go over several techniques you can use as you develop more complex games to keep them running optimally, and ensure your users are able to experience a large amount of detail comfortably.
This chapter will cover the following topics:
- Using the Unity profiler
- Using coroutines to split up...