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:wrench: Performance Optimization Project - Simulated real-world scenario where a Desktop VR application must be optimized for release

C# 84.10% GLSL 2.02% ShaderLab 0.56% ASP 13.31%
virtual-reality unity3d performance-tuning unity-profiler lighting oculus-rift oculus-touch udacity-nanodegree csharp desktop-application

performance-bounceback's Introduction

Performance Bouncback - High Immersion Specialization

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Overview

This project was chance for me to practice my newly learned optimization skills from the Nanodegee program. Udacity presented me with a VR game that was extremely unperformant, my goal was to use my talents to optimize it to a consistent 90fps.

Why this project?

Performance optimization is one of the most important skillsets for a VR developer, since apps running below the target framerate are essentially unplayable, causing nausea and discomfort. This project simulates a real-world scenario where a VR game has been hastily built with a focus on functionality rather than performance (a common approach while prototyping). You’ve been hired to take the game and make it a performant app ready for release.

Some Challenges

In this project, I learned that utilizing lightprobes properly is just as much art as it is science. I was a bit nervous about my implementation here but the reviewers reassured me that I took a great approach.

Skills utilized

This project was about combining various ideas and skills I've been practicing throughout the course. They include:

  • Using static and dynamic batching
  • Optimizing physics
  • Creating object pools
  • Caching variables and optimizing code
  • Setting up lighting with MSAA
  • Baking lighting
  • Using light probes
  • Using the profiler for performance optimization

SDK

-SteamVR

Additional Screenshots

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