~/talk

Mastering Unity VR Rendering

Talkat SIGGRAPH 2017 · 2017-07-30..08-03· [webxr, web-performance]
links:none on file
slides:none on file

Unity pipeline guidance for VR with concrete takeaways: target 90 Hz on Rift (recommended spec: GTX 970 / R9 290), use Time Warp and asynchronous space warp (ASW) to hide dropped frames and allow 45 Hz rendering on weaker PCs, keep Gear VR eye-buffer ~1024 and under ~100 draw calls, enable single‑pass stereo, generate mipmaps and use ASTC/ASC compression, prefer baked/specular atlases, use OVR Lint / Oculus Monitor + ETW → GPUView or systrace and vendor GPU debuggers to find CPU vs GPU bottlenecks, and use adaptive pixel density (drop at ~85% GPU).

AI-written summary · about

  1. 0:00Intro
  2. 3:34VR Basics: Eye Positions
  3. 5:56VR Basics: Head Tracking
  4. 10:14VR Basics: Latency
  5. 12:26VR Basics: Distortion
  6. 14:19VR Basics: Time Warp
  7. 16:22Presence: Optical Flow
  8. 20:32Presence: LOD
  9. 23:02Targeting Multiple Platforms
  10. 26:36VR Basics: Hitting Frame Rate
  11. 28:58VR Basics: Unity's VR API
  12. 34:56Performance Workflows: Overview • Understand Graphics Work
  13. 36:14Performance Analysis Tools: Unity Profiler
  14. 37:17Performance Analysis Tools: ETW+ GPUView
  15. 42:08Performance Analysis Tools: OVRMonitor
  16. 43:38Performance Analysis Tools: Systrace
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