Latency and low frames-per-second rates are not acceptable and can cause motion sickness in VR. We are bound by the capabilities and limitations of the hardware devices we run on and their SDKs. In this chapter, we dove into some of the more technical aspects of making great VR by considering four separate areas that affect performance: the artwork, the scene, the rendering pipeline, and the code. This was a survey of the profiling and analysis techniques you can use and suggestions on how to address performance problems. This is no way a prescription for your own specific project, nor is this a complete treatment of this deep topic. This also gets into system architecture and engineering problems that may not be everyone's forte.
We started this chapter by introducing the built-in Unity Profiler and Stats windows, our primary weapons in this battle. To illustrate the impacts of designing models and materials, we built a scene with 1,000 high-poly Mememan...