Unite Berlin 2018 - Mobile VR, Programming, Rendering

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Unity

Unity

Күн бұрын

Пікірлер: 12
@playedugame
@playedugame 6 жыл бұрын
In video 25.15(keyturn interaction) duration interaction projects available or how to normalize controller rotation data for object zoom in out
@Crisisdarkness
@Crisisdarkness 6 жыл бұрын
I have a question, to develop 3D projects for mobile devices for either VR or games itself, the best option has been to opt for Lightweight Render Pipeline instead to choose the 3D option, Am I right?, thank you. I appreciate the excellent content that you have shared
@TheDevShop
@TheDevShop 6 жыл бұрын
yes. if you want to go for th newer technology that geared towards things like VR, mobile lightweight games(visually) in general or for overall performance focused games
@WhiskeyTangoFox308
@WhiskeyTangoFox308 6 жыл бұрын
In theory, yes, but keep in mind that the LWRP is still in Preview, and the API is subject to change and not feature complete yet. Maybe we'll see it move into a more stable beta for the 2019 cycle, but right now for production you really have to stick with the built-in legacy forward or vertex rendering pipelines.
@Crisisdarkness
@Crisisdarkness 6 жыл бұрын
Thanks to you guys, I see that for now it would be best to wait for this alternative to be more stable
@mekniwassime2098
@mekniwassime2098 6 жыл бұрын
i have a question about the postprocessing stack in LWRP, how much performance heavy is the effects like bloom or motion blur, i'm working on a small game where i have (at least i think because most shadows are baked and the models are highly low poly, and the realtime shadows use costume mesh to reduce it's cost) gpu overhead on mid-high end phones and i would like to add bloom to mid-end phones and motion blur on high end phones
@stratoskakalis1580
@stratoskakalis1580 6 жыл бұрын
Spit Fire I cant give you a specific answer... The simple answer is yes they are kinda heavy, just like all post processing. But I think those two in particular aren't terribly bad, however you can only find out through testing. I suggest you turn them both on and try to run your game on an old android device and maybe try on the same device without image effects. Then compare results etc.
@mikeluna2026
@mikeluna2026 6 жыл бұрын
As far as I know it's not really recommended to use motion blur in VR, since it might make some people nauseous.
@mekniwassime2098
@mekniwassime2098 6 жыл бұрын
+Guy that likes games :P thank you for the advice, i will do it
@mekniwassime2098
@mekniwassime2098 6 жыл бұрын
+Alvaro U. Luna i'd imagine that motion blur wouldn't really work in VR, my game is a regular mobile game
@cuancogameryt6523
@cuancogameryt6523 6 жыл бұрын
Buen video ablaas español
@delmusdugan
@delmusdugan 6 жыл бұрын
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