~/talk

Pro-tips for Mobile VR Production Workflows

Talkat Pause Fest 2016 · 2016-02-08..02-14· [webxr, creative-coding]
links:none on file
slides:none on file

Asserts that Google Cardboard: ~1M units is the only realistic distribution path today, so development targets phones and Unity (because Unreal lacks Cardboard SDK support); builds an opening-title VR sequence for The Foundry in Unity with a three-person team, bakes lighting in Modo, combines textures and avoids overdraw, and crops the viewport to save roughly 40% rendering cost. Finds mobile VR effectively quarters performance (two eyes × double FPS), learns real‑world scale feels wrong so scales and stylizes the world down, and ships a simpler finished product over a perfect one.

AI-written summary · about

  1. 0:00Intro
  2. 1:17Getting Started in VR
  3. 2:26Benefits of VR
  4. 3:50Limitations of Cardboard
  5. 5:17Unity vs Unreal
  6. 6:37Constraints
  7. 11:08Case Study
  8. 12:40Set Realistic Goals
  9. 14:13Block Out Everything You Can
  10. 17:35Staying Flexible
  11. 19:01The Future of VR
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