Overview
This course aims to teach learners how to optimize performance across Oculus mobile devices such as Gear VR, Oculus Go, and Project Santa Cruz. By the end of the course, students will be able to reduce draw calls, maximize performance, and maintain fidelity in their applications. The course covers topics such as reviewing and optimizing textures, scene geometry, lighting, and Unity's profiling workflow. The intended audience for this course includes developers interested in mobile AR development and optimizing performance for Oculus devices. The teaching method involves a step-by-step approach through various techniques and best practices.
Syllabus
Intro
Single Pass Stereo
Shadows Lighting
Color Space
AntiAliasing
Graphics API
Optimizations
VR Vapor GPU
Profiling Workflow
Optimizing a Frame
CPU or GPU Bound
Vertex Bound
Optimization Cycle
Questions
Lex
Gear VR
Perceptual Tricks
SteamVR vs Oculus SDK
Postprocessing
Why 72
When you cant hit 90
Does this apply to 2017
Whats not
Taught by
Unity