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Unity Virtual Reality Projects

You're reading from   Unity Virtual Reality Projects Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018

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Product type Paperback
Published in May 2018
Publisher Packt
ISBN-13 9781788478809
Length 492 pages
Edition 2nd 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. Content, Objects, and Scale FREE CHAPTER 3. VR Build and Run 4. Gaze-Based Control 5. Handy Interactables 6. World Space UI 7. Locomotion and Comfort 8. Playing with Physics and Fire 9. Exploring Interactive Spaces 10. Using All 360 Degrees 11. Animation and VR Storytelling 12. Social VR Metaverse 13. Optimizing for Performance and Comfort 14. Other Books You May Enjoy

Runtime performance and debugging

Graphics hardware architectures continue to evolve towards performance that benefits rendering pipelines of virtual reality (and augmented reality). VR introduces requirements that weren't so important for traditional video gaming. 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, most likely you should develop and optimize for the lower specs that you want to target. If such optimizations necessitate undesirable compromises, consider separate versions...

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