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Optimize quill assets

gevasaf
Explorer
Hi everyone 🙂

We're now checking possible 3D pipelines for our VR title, and we thought to try out working with Quill. Using the default export options and tools resulted in very poor performance, even when optimizing to a degree where almost nothing is visible (and also on PC, not just in mobile VR...).

How does the native quill player render these assets? Does it just use the brush curves and creates the mesh in a geometry Shader?

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