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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

Optimizing the rendering

There are a number of important performance considerations that are specific to how Unity does its rendering. Some of these may be common for any graphics engine. Some recommendations may change as newer versions of Unity emerge, the technology advances, and algorithms get replaced.

There are many articles offering recommendations for which setting to use to optimize your VR apps, and it's not unusual for one's advice to contradict another's. Here are some good ones:

  • Use the Forward Rendering path. This is the default in Graphics Settings.
  • Use 4X MSAA (multi-sampling anti-aliasing). This is a low-cost anti-aliasing technique that helps remove jagged edges and shimmering effects in Quality Settings.
  • Use Single Pass Stereo Rendering. It performs efficient rendering of parallax perspective for each eye in a single pass in Player Settings....
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