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Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift FREE CHAPTER 2. Stepping into Virtual Reality 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Forward and deferred rendering


We mentioned forward rendering briefly in the last section, but what exactly does forward rendering mean? Forward rendering is one of the two main high-level rendering methods used by Unity; for the most part, you'll probably be using forward rendering for VR development, but it's still good to know the advantages and disadvantages of both methods.

Forward rendering

In forward rendering, lighting is calculated for each geometry fragment, or visible pixel of an object, regardless of whether another object will ultimately obscure any fragments that would otherwise be seen. Each individual light in the scene requires its own calculations, so if you have a complex scene with a lot of geometry and more than a few lights, you're going to hit a performance bottleneck pretty quickly.

The best way to get around this issue is to bake your lights instead of actually rendering them. By using the same light baking method we used in Chapter 2, Stepping into Virtual Reality...

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