Basic VR setup on Samsung Gear

Hi Guys,

I have loaded up the demo VR samples and stripped out everything I don’t need so I just have the MainMenu that runs.

I have added a animated toolbox that Imported from IClone and a Character with a simple animation on each.

I duplicated them 5 times each and set them up in different positions and sizes.
I have added a skybox with a 6 sided setting.

  1. I get a warning 'Using Antialiasing on a mobile device may decrease performance. If I turn this off the models look horrible. So I set to 4 X Multi sampling.
  2. I have added the VRFPSCounter and it show between 15 - 20 FPS when looking at the animations if I look to the floor ( no animation ) I get 50 - 60 FPS.
  3. If I spin round I do not see any lag so are these frame rates okay.

Any pointers to understanding the balance between better images and FPS in VR mobile appreciated.
Is there a way to show my app for testing purposes?

Cheers

Steve Warby

Here’s some tips:
https://developer3.oculus.com/blog/squeezing-performance-out-of-your-unity-gear-vr-game/

You probably cannot use per-pixel lighting effects like bump/spec maps and dynamic lighting. I suggest using Legacy Vertex Lit rendering path.

Thanks for the info.

It’s heavy reading though for a beginner.
There needs to be a few tutorials show a few models / scenes with various settings and how these affect the performance. So people can get an basic understanding of the wide range of settings.

Is there a guide anywhere to show the best settings for a model ?

Cheers

Steve Warby