Optimizing for performance and comfort
Admittedly, this chapter has been mostly about level design and is not specifically about virtual reality. However, I didn't want to just give you a pre-built Unity package and say, "Hey, import this so that we can do a walk-through!"
It should be abundantly clear by now that developing for VR has many facets (pun intended). Once you have a "fancy schmancy" scene created with models, textures, and lighting and you provide a thrilling ride-through for your visitors, you'll inevitably need to start thinking about rendering performance, frames per second, latency, and motion sickness.
We developers rapidly become immune to all but the most obvious rendering errors, and as a result we are the worst people at testing our own code. It introduces a new and exciting variation of the coder's defense that "it works on my machine" – in this case, "it works for my brain". | ||
--Tom Forsyth, Oculus |
There are some very good articles that are written by experts and which...