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hermonir
10 years agoHonored Guest
5.1 VR integration
Hi,
I was wondering. How deep is the Oculus integration in 5.1?
Is it a "simple" matter of embedding the plugin inside Unity code so it's available out of the box, or is it a deeper integration that would offer noticeable performance enhancements over the 5.0 + plugin package?
Thanx,
Nir.
I was wondering. How deep is the Oculus integration in 5.1?
Is it a "simple" matter of embedding the plugin inside Unity code so it's available out of the box, or is it a deeper integration that would offer noticeable performance enhancements over the 5.0 + plugin package?
Thanx,
Nir.
1 Reply
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- vrdavebOculus StaffUnity now has a built-in VR subsystem and C# API to control it. Unity's rendering pipeline is aware of VR support and already makes some optimizations. For example, it only performs occlusion culling and shadow rendering once and shares the results between both eyes. For complex scenes with shadows, you should already see a performance improvement. We will continue to optimize the VR rendering path so the difference is likely to increase over time. Behind the scenes, Oculus support is implemented via a DLL that Unity calls into, but it isn't a traditional rendering plugin. Soon Oculus will release a version of its integration package that uses this DLL beyond what Unity does with it, allowing you to seamlessly upgrade old projects.
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