~/talk

XR Graphics in Unity: Maximizing Your Game's Potential

Talkat Vision VR/AR Summit 2017 · 2017-05-01..05-02· [web-performance]
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Unity outlines two concrete performance tools: render viewport scale renders a smaller portion of each eye (a 0.5 scale halves width and height, so 1/4 the pixels) and uses TryGetGPUTimeLastFrame plus a discrete scale table to hit a 11 ms frame budget for 90 Hz; it avoids texture reallocations and requires declaring an SG float and using TransformTex for fullscreen post effects. single pass stereo halves CPU draw work (measured ~11.94 ms → 7.3 ms, ~39% CPU win) by sharing culling/shadows and using double‑wide targets or texture arrays, but shaders must use view‑indexed constants (unity_ObjectToClipPos / unity_StereoEyeIndex) and helper macros.

AI-written summary · about

  1. 0:00Intro
  2. 0:25Presentation Overview
  3. 2:06Rendering Secrets
  4. 9:30Single Pass Stereo
  5. 12:44Why Single Pass
  6. 12:59Shared State
  7. 14:33Rendering Targets
  8. 15:44Double Wide
  9. 17:30Screen Space
  10. 18:52QA
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