Backside triangles culling in Unity ?
As I was reading this: https://www.reddit.com/r/GearVR/comm...20th_november/ I saw that one of the posters wrote, referring to the video, that Gunjack devs had to manually hide backsides of the large ships.
While UE4 does backside triangles culling, I was told on UE4 forum that in UE4 it's possible to create multiple index buffers for meshes, where each index buffer contain just vertices that are seen by some direction. Then renderer chooses best index buffer for current view angle.
Does Unity 5 do backside triangles culling efficiently on Galaxy S6 hardware?
If not, does Unity 5 have a way to do manual culling of backside triangles as in UE4 and does Oculus recommend such approach for Gear VR ?
Thanks.
P.S. I would rather not mess with rendering stuff in the code, but people begin complaining about visuals in mobile VR and it would be in everyone's interest to push visuals on Gear VR, preferably with Oculus providing solution via Utils / updates for Samsung drivers/software and not having devs to resort to dig into rendering themselves :)
While UE4 does backside triangles culling, I was told on UE4 forum that in UE4 it's possible to create multiple index buffers for meshes, where each index buffer contain just vertices that are seen by some direction. Then renderer chooses best index buffer for current view angle.
Does Unity 5 do backside triangles culling efficiently on Galaxy S6 hardware?
If not, does Unity 5 have a way to do manual culling of backside triangles as in UE4 and does Oculus recommend such approach for Gear VR ?
Thanks.
P.S. I would rather not mess with rendering stuff in the code, but people begin complaining about visuals in mobile VR and it would be in everyone's interest to push visuals on Gear VR, preferably with Oculus providing solution via Utils / updates for Samsung drivers/software and not having devs to resort to dig into rendering themselves :)
