Published on December 1, 2016 by Unity
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This talk gives an overview of the render pipeline in Unity in relation to VR along with simplified recipes to optimise at each stage. Includes tips and tricks for working with complex AAA scenes to convert artwork for use on a range of VR platforms with varying specifications including baking environments and dynamic assets into skydomes, 360 video and LOD assets.

Olly Nicholson – Unity Technologies

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1 Comment on "Unite 2016 – High Art-Low Cost: Mobile VR Tips and Tricks"

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Satwant Singh
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Satwant Singh
1 year 9 days ago

Very useful, I had no idea there was so much that could be done.I'd love to see this taken further with a video tutorial, fully showing a project running at 8fps and all the different optimization tricks to bring it up to 60-90fps done in realtime. One where we could follow along too and see/feel the impact.

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