9 Performance Tricks For Optimizing VR Apps In Unity 5

Computer generated Virtual Reality innovation has been extending tremendously and is entirely on the verge of becoming extremely popular in the global market. Most application advancement organizations have understood the chance and are consequently joining augmented simulation in building their versatile applications.

There are a few utilizations of computer-generated reality innovation in human lives. They are the essential instruments to have the capacity to work inside the augmented simulation condition. Performance optimization is one of the crucial tasks of VR apps. One of the best examples of VR apps is HTC Vive Unity.

Some Awesome Tricks on How to Optimize VR Apps in Unity are Given Below-

1. Static Batching

It combines all static (not moving) Game Objects into huge Meshes, to provide faster result.

Working in a built-in batch has a few advantages over with physical consolidation of Game Objects; most strikingly, Game Objects can at present be called exclusive. Besides having some advantages, it additionally has a few drawbacks; static bunching can use up lots of memory space, and dynamic clustering acquires some CPU overhead.

Static clustering enables the motor to lessen draw calls for the geometry of any size gave it has a similar material and does not move. Usually, it is more productive than dynamic bunching (it doesn’t change vertices on the CPU), yet it utilizes more memory.

2. Texture Atlasing

Draw calls are reduced with the help of texture atlasing, which is a GPU and regularly FPS improvement. It requires a bigger surface to be utilized, and it occupies more memory which gobbles up more space.

3. Dynamic Batching

The reason for Dynamic Batching is to package together expansive gatherings of straightforward networks and drive them through the rendering framework as though it was a solitary work. Dynamic batching is automatic and does not involve any manual work. This implies the articles that are bunched together will shift from edge to outline. The asset necessities of a draw call rely upon numerous variables, fundamentally the designs API utilized. It is one of the simplest batching methods done by unity. All objects that might be grouped progressively should have a similar material.

4. LODs

HTC Vibe Unity uses LODs. It is a less costly way to improve performance. Use resources that have various LODs and bring down detail geometry for items further from the camera. Solidarity can consequently blur between each LOD as the camera approaches nearer.

5. Level Design

Level design is very important in developing any game. Single level games do not last long and hence players lose their interest fast. Each question and material in each room is stacked to memory, despite the fact that they aren’t obvious. Put each room into a different dimension and randomly stack them brilliantly in code.

6. Asynchronous Loading

Asynchronous loading is important in building multiple level games. It is used to build a new dimension or new room while the player is still in the previous room. To avoid extra usage of memory and to prevent hanging of the device, it is advised not to use the command Application.LoadLevel(), instead use Application.LoadLevelAsync().

7. Baked Lighting

It is always advised to remove surrounding real-time shadows. The baked light is always preferred so that you can enjoy the game properly in your mobile which is again of the highlights of HTC vibe unity.

On PC, you can escape with a solitary real-time directional light for pleasant unique shadows. Most current PCs can give dazzling per-pixel shadowing. Although in mobile, you need to stick to heated lighting and no real time shadows. Hard and soft shadowing at Very High Resolution is used to bake light.

8. Shadows

Any kind of shadow from the outside real world should not be allowed to destroy the background of the VR games. The VR games must have their own shadows but not real-time influence. Particularly for a performant portable device, bounce back to old traps for shadows on 3D objects. Semi-realistic shadows can be reenacted with a straightforward 2D quad under your question with a foggy shadow surface.

9. Avoid Transparent and Multi-material Objects

Items like glass transparent windows that utilization straightforward shaders are over the top expensive. There’s a typical routine with regards to adding authenticity to dividers by utilizing a straightforward material with a residue or rust surface alongside a different base diffuse material. This multi-material alpha mixing is costly; every material includes a draw call! Utilize one material and a shader that can mix different surfaces with alpha mixing rather than numerous different materials.

About The Author

Kavya gajjar is a Marketing Manager at AIS Technolabs which is Web design and Development Company, helping global businesses to grow by Htc Vive Unity Services. I would love to share thoughts on Social Media Marketing Services and Game Design Development etc.


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