Flutter Bombs

Some updates to post…
Finally got the next level of Flutter Bombs running at 75 fps. Foliage system really helped achieve this.
working on building a doppler effect into the flyby’s of the swarms, but regardless, it’s pretty exciting to fly through a swarm in VR.
Looking forward to sharing this level when it’s ready.

Figured i’d share the process i went through to make this judder free. Still needs a lot of work, but i’m open to additional advice to help optimization…

  1. reduced total mesh count - originally my procedural spline had too many meshes, so i increased scale and reduced mesh count considerably
  2. foliage - almost every prop was then erased and rebuilt into the foliage system. this dramatically improved things. everything is getting culled and the track is designed to limit too much horizon distance line of sight
  3. i haven’t implemented culling volumes for smaller objects outside of the foliage system, but that’s next
  4. gpu particles, but somewhat limited. gameplay is also designed to prevent from too many particles spawning at once.
  5. static lighting
  6. 75 fps min framerate
  7. my goal is to make this judder free in direct mode which is where i’m doing most of my VR testing, but more often than not, i found a lot of games that judder in direct, seem to be fine in extended.
  8. i’ve also found that the testing itself is somewhat flawed unfortunately. sometimes i’ll boot up and this will run at 75 fps, but yesterday i got some random spikes at like 60fps. could be OS background services, but wasn’t able to verify.