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motorsep's avatar
motorsep
Start Partner
11 years ago

Gear VR and GPU skinning/soft particles/chromatic aberration

I am wondering why docs do not mention anything about using GPU skinning / soft particles / chromatic aberration correction.

Would GPU skinning help with performance on mobile ?

I noticed that a comment in C# script for chromatic aberration correction says it's performance taxing. Is it useless unless we go for static low poly 3D scenes ?

Are soft particles performance-taxing? Do they even work with forward rendering on Gear VR ?

P.S. Using Unity 5.2.1p3 with latest Utils

Thanks

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  • We are currently writing a docs section on performance optimization. It drawing from this article and others: https://developer.oculus.com/blog/squeezing-performance-out-of-your-unity-gear-vr-game/

    Generally, you probably want to enable GPU skinning, disable soft particles, and disable chromatic aberration correction on mobile. This reduces CPU overhead and texture bandwidth. Chromatic aberration can slightly improve the image quality at the cost of texture bandwidth. To try it out, set OVRManager.instance.chromatic = true. Soft particles are not expected to work with forward rendering and they have significant per-pixel cost.