I don't know how my vr game is even starting up.. im sitting at 8 million triangles 😂. I got a lot of optimization to do. Thanks. I'm going to watch every single one of these videos in the playlist
Great video as always thanks mister shrimp ! :D I guess optimization is important to take into account when doing level design if you want occlusion culling to help you reduce the polycount !
That would also greatly help! Totally missed talking about LODs, but it would have been perfect for this polycount video... Guess I'll have another video to make! Thanks for the great comment.
interesting video. in fact i wanted to apply occlusion culling to my vr project. but i don't know where to start. I have as 3d model a villa, consisting of 4 rooms, 1 living room and a kitchen. While externally I have a pool and low masonry around it. How do I choose the different components of the 3d model such as occluder and occludee?
This is awesome! Thank you so much for the video! Love the content :) Do you think HTC Vive also applies a similar triangle count (recommended triangle count) as Oculus 2? I googled it but couldn't find the information.
With the HTC Vive, it would actually depend on the PC being used with it. Since the Oculus 2 operates on its own without a PC, it has more restrictions than a PC typically. A good rule to go by would be to aim for the metrics of the Oculus 2 since it is the most restrictive requirements and has the widest market share. If you meet that standard, your games will likely run smoothly on other devices as well.
Hello, amazing content! I love your videos on VR Dev. Could you make a video on how to jump in VR while using the character controller? Right now, when I add the rigidbody to add force it just wont jump or the colliders messes up with the character controller's. Please, and thank you!
It may be a bit before I can get to this subject, but it would be a fun one to cover. If you don't mind spending some money, there is an asset that you can get from the Unity store that implements this incredibly well. assetstore.unity.com/packages/tools/physics/vr-physics-player-controller-185521 If not... well I hope I can get a video out about it soon! Cheers!
Hello brother! I really need your help! When I lift the cube on the table with the help of two controllers and pull it to both sides, the cube should increase in size, when I squeeze it, it should decrease in size, but I don't know how to do it, please help, I've seen a lot of videos, but I haven't found the answer.
I'm more than happy to point you in the direction I'd go. I'd start by recording the starting positions of the two controllers when you go to grab the object. Then check for the updates of the controllers current position. If the controllers are closer together compared to their starting positions, scale the cube down, otherwise, scale it up!
i dont thing poly is same as triangles. what unity show tris as triangles and polygons is different, because in blender also it shows triangles and polygon differently
Stole this from a forum. ""tris" is short for "triangle" which in the context of 3d rendering is usually synonymous with "polygon". According to mathematicians, polygons are two-dimensional shapes with any numbers of vertices (or 3 or more vertices, according to some definitions)." So I guess you could say that every Tri is a Polygon, but not every Polygon is a Tri. Blender may represent this differently due to this discrepancy, but usually, in Unity, it's just used interchangeably.
So, something I haven't been able to piece together through documentation or anything is the tris vs quads thing. Is it better to use tri topology for oculus development? Are quads acceptable? Is there an advantage of one over the other? I get that technically it's the vertices that is what affects the system, and not the poly count (at least according to some old forum post or reddit post I found a while back) but I can't figure out if I should be triangulating my model meshes or just being happy with the squares. Seems adding the tris basically doubles the poly count, so based on the above I can't connect the two concepts from an optimization standpoint.
Most game engines and hardware expect/demand triangles. By all means use quads when modeling, but Unity will convert them into triangles by default, which is also what the Quest wants. You don't need to triangulate your mesh before exporting usually.
I don't know how my vr game is even starting up.. im sitting at 8 million triangles 😂. I got a lot of optimization to do. Thanks. I'm going to watch every single one of these videos in the playlist
Great video as always thanks mister shrimp ! :D I guess optimization is important to take into account when doing level design if you want occlusion culling to help you reduce the polycount !
Praise from you Lord Valem is greatly treasured from a shrimp like me. Also, your Getting Over It clone for VR was genius!
Thanks! Amazing good Explanation!
Great video! I haven't worked with VR at all, but I imagine for those larger, open scenes - you'll want to setup LODs for your models too :)
That would also greatly help! Totally missed talking about LODs, but it would have been perfect for this polycount video... Guess I'll have another video to make! Thanks for the great comment.
Thank you!
Big shrimping love right back at you! 🍤
1:36 When you think you're done with your test, but then you flip your paper
Thank you so much, just figured it out on things that causes slow performance with my apps..."Triangles"
All of these triangles ruining performance!!! Could it possibly be the work of the illuminati?!
Thank you Bro!
Always a pleasure!
Thank you, helped me a lot
Happy to hear it! 🍤
Love your videos. We are using your videos for our project optimization to release on Steam :)
That sounds amazing! Reply with that Steam link when you have your page ready so I can check it out. 🍤
Extremely Helpful!!!
Happy to hear!
Awesome overview and visualizations!
Glad i found your channel
Really cool videos broh :D thank you so much :D
Glad you enjoyed!
interesting video. in fact i wanted to apply occlusion culling to my vr project. but i don't know where to start. I have as 3d model a villa, consisting of 4 rooms, 1 living room and a kitchen. While externally I have a pool and low masonry around it. How do I choose the different components of the 3d model such as occluder and occludee?
Thanks
This is awesome! Thank you so much for the video! Love the content :) Do you think HTC Vive also applies a similar triangle count (recommended triangle count) as Oculus 2? I googled it but couldn't find the information.
With the HTC Vive, it would actually depend on the PC being used with it. Since the Oculus 2 operates on its own without a PC, it has more restrictions than a PC typically. A good rule to go by would be to aim for the metrics of the Oculus 2 since it is the most restrictive requirements and has the widest market share. If you meet that standard, your games will likely run smoothly on other devices as well.
@@FistFullofShrimp It is a great idea to follow the Oculus quest 2 restrictions. It makes sense! Thank you so much for the suggestion :)
Hello, amazing content! I love your videos on VR Dev.
Could you make a video on how to jump in VR while using the character controller? Right now, when I add the rigidbody to add force it just wont jump or the colliders messes up with the character controller's. Please, and thank you!
It may be a bit before I can get to this subject, but it would be a fun one to cover. If you don't mind spending some money, there is an asset that you can get from the Unity store that implements this incredibly well.
assetstore.unity.com/packages/tools/physics/vr-physics-player-controller-185521
If not... well I hope I can get a video out about it soon! Cheers!
Hello brother! I really need your help! When I lift the cube on the table with the help of two controllers and pull it to both sides, the cube should increase in size, when I squeeze it, it should decrease in size, but I don't know how to do it, please help, I've seen a lot of videos, but I haven't found the answer.
I'm more than happy to point you in the direction I'd go. I'd start by recording the starting positions of the two controllers when you go to grab the object. Then check for the updates of the controllers current position. If the controllers are closer together compared to their starting positions, scale the cube down, otherwise, scale it up!
i dont thing poly is same as triangles. what unity show tris as triangles and polygons is different, because in blender also it shows triangles and polygon differently
Stole this from a forum.
""tris" is short for "triangle" which in the context of 3d rendering is usually synonymous with "polygon".
According to mathematicians, polygons are two-dimensional shapes with any numbers of vertices (or 3 or more vertices, according to some definitions)."
So I guess you could say that every Tri is a Polygon, but not every Polygon is a Tri. Blender may represent this differently due to this discrepancy, but usually, in Unity, it's just used interchangeably.
So, something I haven't been able to piece together through documentation or anything is the tris vs quads thing. Is it better to use tri topology for oculus development? Are quads acceptable? Is there an advantage of one over the other? I get that technically it's the vertices that is what affects the system, and not the poly count (at least according to some old forum post or reddit post I found a while back) but I can't figure out if I should be triangulating my model meshes or just being happy with the squares. Seems adding the tris basically doubles the poly count, so based on the above I can't connect the two concepts from an optimization standpoint.
Most game engines and hardware expect/demand triangles. By all means use quads when modeling, but Unity will convert them into triangles by default, which is also what the Quest wants. You don't need to triangulate your mesh before exporting usually.