great video covering some vr exclusive issues really.. i have a chapter in my phd thesis about optimization issues in VR and have to admit specular aliasing missed me and is a very important concept to introduce early on. For that i thank you for brining it to my immediate attention dude, its so important!
@VRwithAndrew2 жыл бұрын
Happy to help, Corrie!
@yesifea2 жыл бұрын
hey guys! dont forget the Occlusion Culling!! kzbin.info/www/bejne/gX6ViZiGg6iAqs0
@GoldDeniel3 жыл бұрын
Oohhh wasn't I looking for this video? Yes I was! Back when I started my first project you were uploading in the order I was following... I've been looking for a video like this that's explained in the way you did for days! THANK YOU!!
@VRwithAndrew3 жыл бұрын
Happy to help!
@GeeCeeAte9 ай бұрын
Amazing! Thank you!! I have been making textures for about 15 years and all of the other videos were basic and this is my first VR project. This is the PERFECT "what to look out for" in VR textures.
@Franckie.G3 жыл бұрын
Your channel is very helpful , thank you !
@VRwithAndrew3 жыл бұрын
Glad to hear that!
@hjh104483 жыл бұрын
It was what I really wanted. Thank you!
@VRwithAndrew3 жыл бұрын
You're welcome!
@Slivertoken1423 жыл бұрын
Andrew once again showing he's the nicest man.
@VRwithAndrew3 жыл бұрын
The nicest man around.
@user-lh3yq5lh9j3 жыл бұрын
You're right. What a nice man.
@danydude6714 Жыл бұрын
This helped my get some more fps on my first VR Project, I'll continue learning about VR Optimization, thank u :))
@sam-vids3 жыл бұрын
Super helpful and greatly appreciate the succinct way you convey the knowledge - your preparation of what you say is a huge time-saver for the viewer and greatly helps the comprehension - especially if watched at fast speeds. Thanks so much!
@VRwithAndrew3 жыл бұрын
You're very welcome, Sam!
@MrGeejayz3 жыл бұрын
Gees, this is really good to know, and so well presented. Thanx.
@VRwithAndrew3 жыл бұрын
Glad it was helpful!
@dridoupianiste3 жыл бұрын
Thank you very much for those explanations, moreover you have a chill voice and tone which just makes me happy to look around those information , thanks !
@VRwithAndrew3 жыл бұрын
Much appreciated!
@digitaljeepney4440 Жыл бұрын
the most valuable video in optimization so far. thank you.
@VRwithAndrew Жыл бұрын
Glad you think so!
@christophercoutinho92813 жыл бұрын
This is a superb video. Optimization is truly quite complex.
@VRwithAndrew3 жыл бұрын
Much appreciated, Chris!
@3dartninja Жыл бұрын
This is so good thank you for the consise information, I find it hard to find accurate info on this stuff!
@VRwithAndrew Жыл бұрын
Always happy to help a fellow Art Ninja.
@Sail_VR3 жыл бұрын
This is awesome!!! I've been looking for something like this for awhile!
@VRwithAndrew3 жыл бұрын
Much appreciated!
@quad-studio2 жыл бұрын
Incredibly clear and helpful! thanks!
@VRwithAndrew2 жыл бұрын
Happy to help!
@hasnainvohra92762 жыл бұрын
Great video, thanks Andrew!
@VRwithAndrew2 жыл бұрын
Happy to help, Hasnain!
@andrewfullhd3 жыл бұрын
This video is soooo well made! I can see how much effort went into it! Now I am really motivated to make a VR-Project! Thanks and props!
@VRwithAndrew3 жыл бұрын
Much appreciated!
@letschat63 жыл бұрын
Thank you for this!
@VRwithAndrew3 жыл бұрын
You're quite welcome!
@patmw3 жыл бұрын
Always providing value
@VRwithAndrew3 жыл бұрын
You're very welcome!
@aussieraver71823 жыл бұрын
Awesome! Thanks for the help.
@VRwithAndrew3 жыл бұрын
You're quite welcome!
@mauriceroyalty29 ай бұрын
Whoa, this was super helpful
@cigfer3 жыл бұрын
Very informative. Thanks!
@VRwithAndrew3 жыл бұрын
Happy to help!
@halbzwilling3 жыл бұрын
Thanks a ton 🙏
@VRwithAndrew3 жыл бұрын
Most welcome!
@yuhochih3 жыл бұрын
Thank you these tips are so useful
@VRwithAndrew3 жыл бұрын
Happy to help!
@Wal57973 жыл бұрын
Very nice, very informative.
@VRwithAndrew3 жыл бұрын
Much appreciated!
@somni45163 жыл бұрын
Thanks, amazing video!
@VRwithAndrew3 жыл бұрын
Glad you liked it!
@ellieelias63362 жыл бұрын
I did learn some good stuff! Saved this video for later reference too!! I'm very new at this but I was wondering if LOD can work in unison with an imposter system? what I mean is, from a very far distance could you use an imposter, and then as the player gets closer replace it with the LOD system when they were close enough for it to matter. And if so, would this reduce or eliminate pop in? ... Or is this the type of thing where you would use imposter on some items but LOD on others? ...I'm also curious about "sub scenes" and "object occlusion" ... I'm not sure if all of these things can be used in unison or which options can eliminate Pop-ins (of course that's probably everyone's goal 😂) thank you again for this awesome video!!
@VRwithAndrew2 жыл бұрын
Much appreciated! For your primary question, yes, you can use LODs and Imposters together. Once the imposter has been created, it would work similarly to standard meshes when working with the LOD component. This would let you render a lot more objects at further distances, so it has the potential to cut back on pop-in.
@ellieelias63362 жыл бұрын
@@VRwithAndrew thank you so much! I'm going to start trying this out!!
@dron3k3 жыл бұрын
Lovely Great job man!
@VRwithAndrew3 жыл бұрын
Thanks a lot!
@NeroForte_4 ай бұрын
my scene has no ojects only large landscape. but when i run it in quest 2 i only hear voice, and it is showing passthrough if i remove the headset proximity sensor i see the enviroment shows. i tried to lower resolution no luck
@lucutes29363 ай бұрын
thx
@kfckatsu50123 жыл бұрын
The Forest needs to take some tips from this
@r1pfake5213 жыл бұрын
Nice, btw what's the game in the background, is this a new Unity demo project or is it your project?
@MrGeejayz3 жыл бұрын
I am wondering this too - those poor little red dudes are seriously outnumbered :(
@VRwithAndrew3 жыл бұрын
It's a Unity demo project.
@jeffg4686 Жыл бұрын
Great set of tips. @5:40 - was curious about the reason to leave gui textures uncompressed. Is that just because they're small, and don't need it as much so don't want to was CPU time, or some other reason? thanks
@VRwithAndrew Жыл бұрын
Since they're usually not large in size and are viewed from a close angle, you can usually have mipmaps disabled and have the textures uncompressed to avoid artifacts.
@jeffg4686 Жыл бұрын
@@VRwithAndrew - thanks
@t.holzenhauer70973 жыл бұрын
really great composition of tips for optimization. and iam sitting here and thinking... where is the texture atlas and "only one big mesh" for large areas to reduce draw calls methods i got a few months ago on nearly every other page? i even bought and later never used meshbaker to optimize my proposal project for the quest but didnt succeed... had to run it on my computer instead. thanks for this video, especially the alpha method.
@VRwithAndrew3 жыл бұрын
Happy to help!
@pixeldustinteractive Жыл бұрын
I need a tldr list from this video lol
@uprealdigital2 жыл бұрын
Great content!
@VRwithAndrew2 жыл бұрын
Much appreciated!
@relivoaddad3 жыл бұрын
This was such a good video
@VRwithAndrew3 жыл бұрын
Glad you liked it, Oli!
@RichBoyRaz Жыл бұрын
I just got Rick Rolled😢 It was an ad I was confused
@make-a-game-com3 жыл бұрын
🤩 very nice. Subscribed
@VRwithAndrew3 жыл бұрын
Much appreciated, Tom!
@bovineox1111 Жыл бұрын
Parallax height mapping very pricey!
@GoezTo113 жыл бұрын
How about a video on how to get the Vive Trackers working in the UnityXR/OpenXR system? Thanks
@VRwithAndrew3 жыл бұрын
I've seen a lot of people asking for this. I'll see what I can do!
@lucutes29363 ай бұрын
What about lighting
@deoczidGONI2 жыл бұрын
Quest2/Unity developer here: I'm still trying to find the right terms to use when trying to solve my problem: My trees in the scene are flickering/jumping like crazy, and the further away the object is, the more pronounced this effect. Up close there are no problems. Is it aliasing, missing mipmapping/lod, what is it called? The trees are static, nonmoving, but with a lot of alpha textures i guess, for realism. How do i combat this? I've tried 30 different websites/troubleshootings, setting renderers and other settings, and there is simply no change. Help appreciated!
@VRwithAndrew2 жыл бұрын
If you have Lods setup that could be the issue, or it could be a weird culling issue. You way want to try setting up other objects at the same distance and see if they do the same thing. If they don't, try using a simple unlit shader for the trees to see if that gives you different results.
@aneta62323 жыл бұрын
Hi Andrew, thanks so much for another amazing tutorial! I am developing an Android app for Oculus Quest 2 and the textures appear quite jittery, especially on the sharp edges. Following your advice, I want to override the texture settings for individual objects. Unity recommends using RGB9e5 for OpenGL ES 3.0. Does this match the RGB9e5 Shared Exponent Float setting in Unity? Thanks a lot in advance!
@VRwithAndrew3 жыл бұрын
Yeah, that's most likely the same thing!
@77netwar3 жыл бұрын
occlusion culling?
@VRwithAndrew3 жыл бұрын
Only so much time!
@MrGeejayz3 жыл бұрын
I had noticed the lack of definition in my dungeon walls and floors that looked great on the regular display. I will go off and look into this in more detail BUT :) , did you find specific textures with available height maps or were you able to make those from the normal map?
@VRwithAndrew3 жыл бұрын
They were technically separate assets. There are a lot of free bump generators at there that can convert Normal > Height.
@simonbergqvist22133 жыл бұрын
Great video, but it's very all over the place. The LoD stuff you started out with was so basic I almost closed out the video, but then you went on to cover some great more advanced topics and suddenly it piqued my interest. You should consider breaking down a video like this into multiple videos specificially targeting developers of different experience levels.
@VRwithAndrew3 жыл бұрын
Oh, for sure! I would've liked to go into more detail for some of the topics. But, this gives a good enough first impression, if it's necessary I would like to do smaller follow-up videos in the future.
@OmegaRayblade3 жыл бұрын
@@VRwithAndrew I agree, I'd love to see second half of the video in much more detail on how is it working and how/when those techniques should be used.