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Optimisation for VR in Unity
Introduction
As achieving the target frame rate for your chosen platform is an essential part of ensuring users have a great, nausea-free VR experience, optimisation is a critical part of VR development. Unlike some other platforms, with VR it’s best to optimise early and often, rather than leaving it to a later stage in development. Testing regularly on the target devices is also very helpful.
VR is computationally expensive compared to non-VR projects, mainly due to having to render everything once per-eye, so make sure you’re familiar with some of the common issues when creating your VR experience. If you’re aware of these issues beforehand, you can design your project around them, saving a lot of hard work later on in your project lifecycle.
Mobile VR can be particularly demanding. Not only do you have the overhead of running a VR application, but mobile devices are a fraction as powerful as a desktop PC, so optimisation will be of critical importance in your project.
As hitting the target framerate is crucial, all optimisation counts. Don’t forget to optimise your code as much as possible. See the Unity? guide?on optimising code for more detail.
Oculus Resources
A great deal of information on optimising for VR can be found on the Oculus website, and is worth familiarising yourself with these first.
/documentation/
/sdk-downloads/documents/Oculus_Best_Practices_Guide.pdf
/blog/squeezing-performance-out-of-your-unity-gear-vr-game/
/blog/squeezing-performance-out-of-your-unity-gear-vr-game-continued/
Unity Editor optimisation tools
There are are number of useful tools and techniques in Unity that will help you optimise your content for VR.
The Profiler
The profiler will help you understand how much time is spent rendering each frame of your game, and splits this into CPU, Rendering, Memory, Audio, Physics and Network. Understanding how to use the Profiler is critical to examining performance, and identifying areas that ne
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