![]() ![]() If our timelines don't deviate, most likely end-of-month-ish. ![]() Most of my work is going to be contributed back to OSVR.Ĭurrently we are still under fire for some rough deadlines - so I haven't had time to carve it out and make it nice. Kind of a giant inhouse input and display system. I've now wrapped it into 3 other VR SDK's that the Unity team hasn't bothered with to support - including non-VR. You should have seen the earlier SteamVR stuff, that was straight C++ that looked like a program converted it to C#.Ĭlick to expand.My SteamVR is far deviated and buried in the project. If they really wanted to propel it forward, they should throw some money at the Sensics guys, or another team that has built some really transformational stuff in Unity VR space. To clarify, it isn't anything wrong - not like "shame on the SteamVR team for doing this" - just improvements they don't know about because they aren't used to Unity yet IMO. But they will if they decide to one day support more platforms. Because they are Windows focused, non-browser based, they haven't bumped into that. On that note, the way they are using RenderTexture, I've tried to do that in the past for commercial medical applications as a screen-capture source, and found it to behave intermittently on Windows / Mac and Linux and browser changing when using WebGL. If you want to maximize Unity performance, it should actually be RenderTexture.getTemporary. Right now, they are doing everything under new RenderTexture. ![]() Some of the matrix stuff they are doing on the inner could actually be offloaded to a separate CPU thread, which I haven't dug until yet, but there is a lot of calculations that could be offloaded elsewhere. In addition, the couroutine they are running, can be accessed different ways, and technically a LateUpdate could suffice and gives a bit more of a performance improvement over CoRoutine using WaitForEndOfFrame (based on my testing). Take a look at any of the loops using GetComponent or FindGameObject - those are relatively expensive operations to do on Updates or Couroutines with WaitForFPS, and do repeat the process every single frame is just poor planning (although it is more defensively coded). Click to expand.I'm seeing some strange behaviours with Unity 5.4.īut for performance changes, some things to suggest that worked well for me. ![]()
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