What are some good resources for optimizing your games for VR. I am looking for stuff that talks about image optimization, texture and material optimization as well as other things I should consider when designing for VR.
Thanks
What are some good resources for optimizing your games for VR. I am looking for stuff that talks about image optimization, texture and material optimization as well as other things I should consider when designing for VR.
Thanks
Also, would something like the Substance plugin allow to make more optimized objects or would it slow down a game?
One main thing I like to do when I’m done filling out a level is go through and make all of the duplicated meshes into instanced static meshes (I use Rama’s tools for this). It cuts down the draw call count a ton which is amazing for VR performance.
Also, 4.11 will have “instanced stereo rendering” which should be a good boost.
I’ve been trying to optimize recently, and am getting a ton of overhead from Slate. Has anyone else had issues with that or found a way to disable Slate in Blueprint? My original answerhub post is here: https://answers.unrealengine.com/questions/320303/slate-performance-issues-without-slate.html
From what I understood of the VR streams was that slate was the editor, or some other backbone process that needs to be in there.
I wish instancing was supported for GearVR devices to navigate around the low 50 draw call limit (100 in stereo) - I thought I read this was a hardware limitation but couldn’t UE4 use some sort of own built software instancing when not supported by default on the device?