Forum Discussion
gunair
10 years agoExplorer
Upcoming VR optimisations in UNITY 5.4 - What do you think?
Hello from Germany,
in the Unity forums I found this interesting, official answer to a question about upcoming VR optimisations:
So, I'm not so much into the techical interna of Unity or image processing - so, what does that mean? What improvement can we expect? Or more simple - what do you think about it?
Greets, Gunnar
PS: Here the link to the original post: http://forum.unity3d.com/threads/upcomi ... ns.379138/
in the Unity forums I found this interesting, official answer to a question about upcoming VR optimisations:
Hi Jon
Currently when Unity performs a render from a VR enabled camera in Unity it will internally perform one set of culling and then in turn render the left eye and then the right eye. The optimizations we are working on internally at the moment move most of Unity over to performing only one rendering pass that will render to both eyes at the same time. This packs both eye targets into one double wide target and when it gets to Unity's render thread we will at the last possible moment double up the render call again binding appropriate matrices and setting up the viewport to render to the correct half of the double wide target for each eye.
If you look at your current VR project in the Unity profiler you should see that on the Main Thread each camera ("Camera.Render") that is enabled for VR will generate two sets of "Drawing" markers one for each eye. The second of those markers should go away with the optimizations enabled so reducing the VR "Drawing" time by 50%. We are also seeing a large reduction in the time spent on the GfxWorker Render Thread as a result of this optimizations as well.
Currently we are targeting Oculus Rift and PlayStation VR with this round of optimizations, we'll be looking into optimizations for GearVR a little further down the line.
Hope this is of some use.
Robin
So, I'm not so much into the techical interna of Unity or image processing - so, what does that mean? What improvement can we expect? Or more simple - what do you think about it?
Greets, Gunnar
PS: Here the link to the original post: http://forum.unity3d.com/threads/upcomi ... ns.379138/
2 Replies
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- Lupus_SolusProtegeAt first glance it looks like they have managed to take away the overhead rendering to VR, so in theory we should be getting frame rates in VR similar to those you would get on a normal monitor. If this is true then this is unbelievably awesome.
BUT
1. I may be wrong.
2. we will at the last possible moment double up the render call again binding appropriate matrices and setting up the viewport to render to the correct half of the double wide target for each eye. -- how much overhead with this cause?
The guys at Unity seem pretty excited about it. Colour me interested and quietly excited for 5.4 - AnonymousSounds fantastic! I would love to know when we can expect it in a release...
if anyone has info on when we can expect this, please post!
Thanks!
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