![]() This is not a standard game optimization overview there are multiple resources on this matter already. This article covers mostly pipeline creation of automated systems to optimize assets and leverage utilization of advanced techniques in relation to optimization. Readers should have an advanced understanding of game engine technology and have an interest in wringing out the last ounce of power from their systems. This is a deep dive into performance on the developer side. This article discusses some of the challenges in VR, what developers can do to address them, and what changes are coming to help developers. While VR offers many new possibilities, it seems that most projects have visuals that are generations old. ![]() The care you take during optimization will help the unique aspects of each game shine through. ![]() If you understand how something has been assembled, you can disassemble it and know how to make all the parts work together more efficiently. Spending time with the designers, coders, and artists and discovering their methodologies will help you understand the best way to attack the performance optimization issues of each asset. It’s important to know the story behind each object we optimize. The take-away is that the process is a balancing act, and you must understand all the moving parts in order to have a broad overview of the project. The train is the rest of the project moving forward. Each bowling ball represents the load of the project: Package size, CPU, GPU, and RAM. Imagine balancing a four-sided seesaw on a train, with pins on each seat and a bowling ball on each pin. I’ll also share tips, tricks, and expert advice that you won’t find in a textbook because we are writing the paradigms for VR now.Īt its core, optimization is simple when done early and often. While this article focuses on specific VR issues, most of the origins are core optimization areas such as poly counts, common performance mistakes, and knowing the more efficient but relative quality solution to apply. This article describes ways to get every bit of performance, visual quality, and design functionality out of a virtual reality (VR) project.
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