I want to produce a Archviz for Oculus Go. This is very apealing as I can just bring the headset to my Client and show it to them. I wonder which limitations I will have developing for Oculus go. I already heard that Decals are not supported without HDR enabled. Thats a bummer as Decals are very important for my projects.
What else do I have to consider? any experiences with Archvis on Mobile VR?
For the same reasons I’m testing the GO for my projects (architect). Current topics you will have to deal with are;
- don’t use HDR if possible (HDR = fps drop - just test your project). This also means; no PostProcessVolumes (just bake extra lights if needed)
- use static lights if possible
- use low polycount if possible to keep the fps high (maybe 100k to 150k - test your project)
- use basic / simple materials and keep the shadercount as low as possible
Be prepared to invest time for testing, optimizing etc etc. The GO is still very new and the documentation is not up to date and not that much developers are posting on the forums.
Once it works its great though. Not having to take your Rift and just take the GO is wonderful.
Thank you. I think it is worth the effort. My first tests on the Oculus Go are great…no effects and very simple light. but beeing able to send my Clients a 200€ device with their project installed is very apealing.
Has anyone made any progress and can share some information?
Especially concerning Occulus Go?