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Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

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Page 1: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large
Page 2: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large
Page 3: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

Corey JohnsonTechnical Product Manager

• 11 years in industry

• Tools guy; some gameplay

• Graphics, VR/AR, & Performance areas

• Large Team, console, AAA expertise

• Focus on technical use cases

[email protected]

Page 4: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

• Unity VR Workflow

• How to get started

• What’s different

• Design

• Common mistakes

• General VR tips

• Optimizations

Page 5: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large
Page 6: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

Same exact workflow as any other 3D application.

• Scale in Unity is 1 unit equals 1 meter

Page 7: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

Player Settings -> Other Settings -> Virtual Reality Supported

Add platforms you wish to support

Page 8: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

Our partner platforms require no plugins and

“just work”. We work closely with them to have

a simple, integrated workflow and stay up to

date and optimized for their devices.

Page 9: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

There are many other platforms work with

Unity. They require manual set up of a stereo

camera rig and lens warping shaders. Many of

these platforms provide asset packages that

make this step trivial.

Page 10: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

Stereo Separation & Convergence are for manually setting up platforms

Target Eye for setting render buffer

Page 11: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

Player Settings -> Other Settings -> Single-Pass Stereo Rendering

Player Settings -> Other Settings -> Graphics Jobs

Page 12: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large
Page 13: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large
Page 14: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

No matter what you show the user, gravity is

always pulling you down.

Page 15: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

The human eye tires very easily.

Page 16: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

Being immersed means users expect to

interact with objects the exact same way they

do in the real world.

Page 17: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

People need to be grounded in reality.

Page 18: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

People need to be grounded in reality.

Page 19: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

Everything needs to be intractable.

Page 20: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

Reality stays smooth and consistent…

Page 21: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large
Page 22: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

Player Settings -> Other Settings -> Single-Pass Stereo Rendering

Player Settings -> Other Settings -> Graphics Jobs

Page 23: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

• Don’t use Image Effects

• Except Anti-aliasing

• Reduce draw calls

• Use LODs

• Turn on Culling

• Atlas textures and share materials

• Optimize lightmaps

• Reduce Skinned Meshes

Page 24: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

• Static Lighting

• Blob/No shadows

• Light probes

• Avoid CPU spikes

• Avoid GC spikes

• Use coroutines (sparingly)

Page 25: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

• Reduce render texture updates

• Simplify visuals

• Fewer Objects

• Lower Poly meshes

• Use Hi-res texture to compensate

• Consider flat shading

Page 26: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

• Profile

• Profiler

• Frame debugger

• Dynamic performance

Page 27: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

• Editor VR

• VR Interaction Kit

• Performance

• NVIDIA VRWorks & AMD LiquidVR

• Improve mobile workflow

Page 28: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large

http://bit.ly/sdd-sea

Page 29: Corey Johnson · 2016. 11. 3. · Corey Johnson Technical Product Manager • 11 years in industry • Tools guy; some gameplay • Graphics, VR/AR, & Performance areas • Large