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Unity 2020 Virtual Reality Projects

You're reading from   Unity 2020 Virtual Reality Projects Learn VR development by building immersive applications and games with Unity 2019.4 and later versions

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781839217333
Length 592 pages
Edition 3rd Edition
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Table of Contents (15) Chapters Close

Preface 1. Virtually Everything for Everyone 2. Understanding Unity, Content, and Scale FREE CHAPTER 3. Setting Up Your Project for VR 4. Using Gaze-Based Control 5. Interacting with Your Hands 6. Canvasing the World Space UI 7. Teleporting, Locomotion, and Comfort 8. Lighting, Rendering, Realism 9. Playing with Physics and Fire 10. Exploring Interactive Spaces 11. Using All 360 Degrees 12. Animation and VR Storytelling 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Runtime performance and debugging

Graphics hardware architectures continue to evolve toward a performance that benefits rendering pipelines for virtual reality and 3D graphics. VR introduced requirements that weren't very important for traditional video gaming just a few years ago. Latency and dropped frames (where rendering a frame takes longer than the refresh rate) took a back seat to high-fidelity AAA rendering capabilities. VR needs to render each frame in time and do it twice: once for each eye. Driven by the requirements of this emerging industry, semiconductor and hardware manufacturers are building new and improved devices, which will inevitably impact how content developers think about optimization.

That said, you should develop and optimize for the lower specs that you want to target. If such optimizations necessitate undesirable compromises, consider separate versions of the game for high- versus low-end platforms. VR device manufacturers have started...

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