Optimizing Your Unity VR Game (14 Tips & Tools)
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- čas přidán 4. 07. 2024
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Alright, here are the promised references!
Tip #3: When adjusting your project settings, you can also use this guide: developer.oculus.com/blog/tec...
Tip #5: Tool I use to help with mesh recombination: assetstore.unity.com/packages...
Tip #6: This video teaches you how to use Google Seurat. • Optimizing for 6DOF mo...
Unfortunately, it doesn't provide you with binary files that you need to execute some of the process - but you can find those here! github.com/ddiakopoulos/seura...
Tip #7: The asset Amplify Impostors can be found here: assetstore.unity.com/packages...
Tip #8: Lighitng tutorial: • LIGHTING in Unity
Tip #9: Occlusion Culling tutorial: • Increase your Unity Ga...
Tip #11: More Effective Coroutines: assetstore.unity.com/packages...
Tip #12: Profiler Introduction, if you're not used to it yet: • Introduction to the Pr...
Tip #13: How to use the job system: There's TONS of videos like that on CZcams. Here's one to get you started: • Optimizing Code using ...
Tip #14: There are also many videos about Texture Atlasing online and many different ways to go about it. Here's also one to get you started: • [MA_TextureAtlas] Text...
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Hope you liked this and good luck with your project! - Věda a technologie
Thanks for watching, y'all! I was worried about making this CZcams channel too technical, but I had to make this video to help other fellow devs struggle less.
That being said, what do you think of this kind of content? Do you want more stuff like this?
Of course I want more stuff like this, I dont think this is to technical is more like a step into optimizing in VR and this content is totally needed. Great job!
It is so funny. I am really enjoying to watch it:)
Yass! More of this plz. Most enjoyable technical video out there.
This was helpful. Eager to see more technical content. Keep it up!
Plz! I love this ;)
Someone on reddit posted some other great tips!
- Set anchor overrides for reflection probes and lighr probes. It is a great way to make sure non-static objects are batched together if they cannot benefit from GPU instancing
- Use a 4k lightbaking map. Only 1.
- Simple animations can happen using GPU animations. It is a special shader and you plung a wacky looking texture into it and it makes mesh renderers move around.
- Adjust your render order to reduce overdraw
- Dont use transparency unless you really need to.
Awesome! Thanks for cross-posting.
I've had so many issues with the Unity default shader not using the render queue properly and doing overdraw on everything. I wrote a poopy barebones one and it already runs a million times faster, I can't stress this point enough. QUEUE PASA
Dont use reddit
I have nothing to do with Game Development. I was just Googling when I can get my hands on that sweet new oculus quest and stumbled upon this video. Watched the entire thing it was insightful and fun to watch. I can now rant at PubG developers with more informed arguments. Thanks.
Hell yeahhhhhhhh
I can’t believe that you made the topic of optimizing entertaining! Excellent work and I will be using most of these tips
Thanks, bud! Glad I could make something like this fun.
This is one of the most amazing tutorials! Laughed and learned a lot! Thanks!
I'm glad you liked it
omg, what a timely video. It's like you published it just for me!
I did publish it just for you, bb
This is probably the most immediately useful AND entertaining video on Unity ever Hahaha. Keep these coming!
Glad you liked it
Probably the best optimization video for unity out there!!!
Definitely more Quest development tips n tricks would be very, very appreciated. Thank you :)
I watched in like 20 times any time i start a new project! Thanks man!
Great video! I needed it 2 weeks ago, now I'll have to go back to my game and optimize!
Thanks dude
I haven't watched the whole video yet but I can already tell that this is the energy we need for VR tutorials
The most important of all these is choosing an appropriate art style.
This is the best video about VR I have ever seen
you should check out my time machine project then, it'll blow your mind :D
I freaking live for complicated technical af videos that are still hilarious and entertaining. I'm so sad this video probably won't reach a very wide audience because it's amazing. Thank you!
fantastic work, man. truly.
Fantastic content, thank you for creating this!
what a heartwarming video!
actually this is basic principle of perfomant game development.
This is a fun and informative video, thanks!
Thanks a lot. Your tips was great!
Brilliant video. Very useful.
Watched you video a year ago.
Was expecting lot's more view on it.
You video is so underrated !
I hope that this will all come in handy for my development projects for the Oculus Quest
Very very cool video!
10/10 Lucas. Keep the videos coming! I think this a great start
Thanks, Ryan
@@LucasRizzotto just for reference, my project was running somewhere around 90 frames (there are alot things that need fixing). Just changing the project setting bumped it up to 120 frames.
You make tech stuff so funny, congrats was laughing in a lot of part of the video~
Wow, only 2 mins in and Subbed, great video, very funny and you get straight to the point. Im currently making a VR title for Oculus and this helps alot lol bring more vids like this.
Best tips ever
good video! helps us to understand better, the best part of the video to me is "adjust project settings" nice soundtrack btw!
I'm glad you enjoyed that bit!
Awesome tutorial
amazing video
Great video as Always :3
This is perfect. Thanks
Your are awesome for this! Thanks man
Great video, Lucas! One suggestion I can make is to use mobile shaders for materials over unity's standard shaders when PBR is not necessary.
this is awesome
This video is amazing and hilarious!
helps a lot!... appreciate it
whoa thanks so much
Thanks for the tips! Nice to see so many in one place. Aren't the ideas of combining objects and occlusion culling in opposition to one another? The more pieces you break a scene into the more efficiently you can cull what is behind the user.
Hey Lucas! Funny to find you here ;) Was looking up jittering issues when using Quest controllers and picking up objects and came across this vid :D
ohai sami
Great video!! Any way you can make another one like this? VR is such a big topic, I'm sure there are some other tips you've accumulated in the past few months.
really nice video , keep it up !;)
For me this is not boring at all, I actually like optimization :)
Great job! Thanks! (I'll never understand why some people can give you a thumb down for this kind of work..)
h8rs gon h8
Thanks!
nice video :)
Subscribed.
Awesome video! Just want to point out Unity's "LOD System". I use the assets "Auto-LOD/Mesh-Simplify" to generate LOD levels for my meshes. That being said, I've never used "Amplify Impostors". I'm going to try using the "Impostor" mesh as a lower LOD. Wish me luck! lol Thanks!
Great video Lucas, keep the content coming!
Was there any particular resource that helped you the most while learning Unity as a Designer excluding unity official documentation?
Just making stuff and criticizing it until it's good :)
Thank you a loooooooooooooot
Great video. Got my sub even though i dont make games :P Let it be known i was here before 100k :)
I need a list of all the music used in this video, it's amazing
Super helpful info! Now I'm wondering how all of my past builds would run with these optimizations. Do you have any Quest or VR games I could check out that employ these techniques?
the way you speak reminded me to the narrator in rick and morty on interdimensional cable episode
Laughed immediately and great tips! Please continue on with your bad-self.
About GPU Instancing: DON'T AUTOMATICALLY TURN IT ON! I discovered that indeed enabling GPU Instancing on all your materials does reduce the amount of draw calls that the Frame Debugger detects when you're using it. The reason for this is its passing all those calculations to the CPU, and then returning those merged meshes as one draw call. The only reason you'll want to do this is if you've got a bunch (50-100+) objects with the same mesh all being rendered, otherwise the CPU is actually slower. I had previously run into the same conclusion, but when I looked into why GPU Instancing isn't always checked by default and realized I had to go in and uncheck all my materials, I got back like 10-15 FPS on the Quest 1.
Very well done and entertaining! Quick question, can you suggest a beginner VR / Unity Tutorial? I can model in Cinema 4D I work with C/C++ on my job and I want to make a super simple brick stacking (lego building) prototype. For the quest which I preordered. :)
I would love to know your opinion on how VRChat will run on the Oculus Quest?
Thanks ,it's very useful! Other Tips: particle don't use collider。AND,Make Sure your scene don't contain camera except vr camera!!!!!!!!
Hi Lucas. Thanks to share it with us !!! On the other hand, I would like to know your opinion about to use DOTS and LWRP to make VR games for Oculus Quest, please let me know it? Thanks
you fucking killing me all along the video.
thank you.
😂😂 the graphic examples of coroutines is crazy, im still laughing!!
Freak'n Brilliant
Hahaha funny great vídeo! I Learned and had Fun! Thank you
I kinda understood all and that plugin from Google is outstanding. But baking light...what???
VRCHAT GANG LETS GET IT.
Now if I want to make a psvr game using unity. Hope will I check the game out when I finish it or even test it? Plz respond I am struggling
Unfortunately, Occlusion Culling is quite buggy and tends to fail to cast rays correctly on shell meshes (not closed meshes).
Any chance for an updated version of this?
Almost all of these still apply. What's there to update?
@@LucasRizzotto Ok, cool. I just found a lot of the settings in the first part were either not there, or in different places, but I realised it was probably because I was using the URP.
is there a way for me to include bloom in my game without post-processing? Is there a way to bake this effect somehow? my art style kind of relies on using emissive materials.
There are little tricks you can do. I create "fake bloom" with fake transparent quads and a glow texture, but I'm sure there's better ways out there
Unity gonna change the way games are made for mobile and VR
I'm just starting a new project and I'm seeing some odd stuttering/tearing with just a simple scene of a plane and a cube. I've followed the Project Settings section. I also switched to baked lighting and marking my non-moving objects to static. But when I move my hands, or strafe from side to side, I'm not seeing a smooth framerate. I don't see it when I record a video in the Quest and play it back, tho. The object outlines kind of ghost as I move, or it feels like I'm running at 30fps or someone's got a strobe light going. I tried changing my timings to 1/72, but that didn't help, either. Does anyone have any suggestions? It's so easy to reproduce, I'm sure I can't be the only one seeing this.
Before you just tick Static batching and Dynamic Batching, read up on when to use them, because they may work the other way round and you may lose frame rate. There's a reason why they are set as options... They depend heavily on what assets you use.
So r u going to make a fantastic quest game :)
I have one question, a little off topic but: Is mobile VR with cardboard and the like really dead? Should I focus on Oculus Quest only? Thanks!
Yup, I'd say cardboard is dead at this point
Why should I always enable GPU Instancing? If I understand it right, I only profit if I draw the same object a lot of times? If I don't do that, there should be no reason to use it, right? I would have to deal with the overhead instead and lose performance? Or do I miss something?
if you draw the same material more than once
it's a good rule of thumb to always turn it on
''My Man!'' ( said in a Jason Mamoa voice )
Maybe you could add the LOD system to this tips list ;) (unless you think that IMPOSTORS are more efficient in any case). Very very helpfull anyway :)
Will do for part 2
Might be a dumb question, but if I'm not trying to make money is there then a reason for creating lesser content? (If it runs on the good hardware, then good?)
I don't fully understand the question
how to setup More Effective Coroutines
alt title
slowing down the video for the project settings adjustments would've been nice
(edit) nevermind. its in the description! 👍
Yes. Also, you can pause at any time ^_^
So in real life Cisco Ramon from "The Flash" is a game developer xD
The problem with baking is it takes frikin' ages, and if you keep making changes to your game and want to see how everything looks then it can really take sooo much of your time.
look into Bakery on unity asset store, very fast because it uses gpu to bake
Vrchats devs should watch this
Don't give them any more ideas.... I already have to reduce my models to 5000 tris in order for it to upload 😭
@@firstlast-sq2gc they got some new things for optimization soon so dont worry. If its how food they say it is
i see a tank
it's a german tank, though. be careful.
Sprite Atlas. "But Eric, my game is in 3d". But do you have a menu or HUD? Then you need to atlas those sprites in order to avoid a ton of draw calls. Luckily unity can handle it for you: docs.unity3d.com/Manual/class-SpriteAtlas.html
Tip #15 - When building a project for a client, recommend them absurdly powerful hardware, it's not your budget, so don't sweat it.
Tip #16 - If all else fails, quit, you don't need this suffering, your friends were right about this job, you can do better. How bad can full-stack web development be?
Liked! And disliked so I could like it again. Classy soundtrack.
"V-sync: Don't sync"
Hehehe
lol "easy combine" u kno how to get a half-life nerd like me to click LIKE!
I actually mispronounced it and turned it into a joke later
Hi?
"Shitty VR Hardware"
*4X Anti Aliasing*
Heckin' what?
Stop swearing I can't watch this in front of my kids
shit
Just don't watch it in front of your kids..?
I don't think it helps people share your videos I think it would deter more people from sharing that would inspire them to share when they're swearing in the video, it always makes me think people's vocabulary is not big enough if they need to use I swear word to describe the problem.
You should not swear like that. It makes this worse...
Appreciate the feedback, but I have fun doing it.