Optimization is a huge challenge in game development, and even more so when developing for VR. This blog couldn’t possibly cover every aspect in one conversation, so we will cover the main factors to keep in mind and a few best practices for optimizing VR and multi-platform development. Optimization and multi-platform VR development are tightly knit together. With the current size of the VR industry, it is hard to rely solely on a single VR platform to have a large enough audience that would be interested in your game. This means that developing for as many platforms as possible should be the goal to maximize your audience. However, this has many challenges and headaches that will be encountered. From differences in controller schemes to processing power, VR is a large spectrum of player experiences. OptimizationMuch like typical game development, optimization is critical to ensure players have a consistently enjoyable experience. This means constant frame rate and optimal graphic settings for the best possible experience. In VR, a large part of the optimization has to happen during development and design of the experience. Some of these factors that should be considered.
2. HMD capabilities can vary drastically from headset to headset.
3. Coding practices can help or hinder your performance.
Multi-Platform VR“VR development is hard, but multi-platform VR development is really hard.” - Devin Reimer. This quote describes this next segment so perfectly. VR development is already challenging with the factors we’ve discussed in optimization. When you take that pipeline and add 2 or more platforms on top, the challenge multiplies. In these cases, you want to focus your optimization on the lowest spec platform. Whether that’s mobile VR or other entry-level HMDs like the Rift S, you want to make sure that the player experience is consistent across the board. To achieve this, its best to design your VR game in a way that makes sense across platforms. Here are a few factors to keep in mind when designing multi-platform VR.
Sources [1] Vlachos, Alex. “Advanced VR Rendering with Valve's Alex Vlachos.” Edited by GDC, February 29, 2016. https://www.youtube.com/watch?v=ya8vKZRBXdw. [2] Reimer, Devin, and Andrew Eiche. “From 0 to 90: Achieving Peak Performance in Multiplatform VR Development - Unite LA.” Edited by Unity, December 3, 2018. https://www.youtube.com/watch?v=XazCUIbY1LI. [3] Schwartz, Alex, and Devin Reimer. “Multiplatform VR - Shipping a Vive, Oculus and Playstation VR Title in Unity.” Edited by Vision VR/AR Summit, February 23, 2016. https://www.youtube.com/watch?v=ya8vKZRBXdw. Thank you again for following my blog.
As always and feedback/comments/suggestions are greatly appreciated.
0 Comments
Leave a Reply. |
AuthorInterested in Level design, Procedural Generation, System Design, Geospatial Technology, and many other aspects of Game Development. Archives
March 2021
Themes |