corey johnson · 2016. 11. 3. · corey johnson technical product manager • 11 years in industry...
TRANSCRIPT
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Corey JohnsonTechnical Product Manager
• 11 years in industry
• Tools guy; some gameplay
• Graphics, VR/AR, & Performance areas
• Large Team, console, AAA expertise
• Focus on technical use cases
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• Unity VR Workflow
• How to get started
• What’s different
• Design
• Common mistakes
• General VR tips
• Optimizations
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Same exact workflow as any other 3D application.
• Scale in Unity is 1 unit equals 1 meter
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Player Settings -> Other Settings -> Virtual Reality Supported
Add platforms you wish to support
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Our partner platforms require no plugins and
“just work”. We work closely with them to have
a simple, integrated workflow and stay up to
date and optimized for their devices.
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There are many other platforms work with
Unity. They require manual set up of a stereo
camera rig and lens warping shaders. Many of
these platforms provide asset packages that
make this step trivial.
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Stereo Separation & Convergence are for manually setting up platforms
Target Eye for setting render buffer
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Player Settings -> Other Settings -> Single-Pass Stereo Rendering
Player Settings -> Other Settings -> Graphics Jobs
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No matter what you show the user, gravity is
always pulling you down.
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The human eye tires very easily.
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Being immersed means users expect to
interact with objects the exact same way they
do in the real world.
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People need to be grounded in reality.
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People need to be grounded in reality.
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Everything needs to be intractable.
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Reality stays smooth and consistent…
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Player Settings -> Other Settings -> Single-Pass Stereo Rendering
Player Settings -> Other Settings -> Graphics Jobs
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• Don’t use Image Effects
• Except Anti-aliasing
• Reduce draw calls
• Use LODs
• Turn on Culling
• Atlas textures and share materials
• Optimize lightmaps
• Reduce Skinned Meshes
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• Static Lighting
• Blob/No shadows
• Light probes
• Avoid CPU spikes
• Avoid GC spikes
• Use coroutines (sparingly)
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• Reduce render texture updates
• Simplify visuals
• Fewer Objects
• Lower Poly meshes
• Use Hi-res texture to compensate
• Consider flat shading
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• Profile
• Profiler
• Frame debugger
• Dynamic performance
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• Editor VR
• VR Interaction Kit
• Performance
• NVIDIA VRWorks & AMD LiquidVR
• Improve mobile workflow
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