In Unit 9, Cristiano Ferreira of Oculus explains how processing power is balanced within VR applications and teaches techniques for identifying and alleviating bottlenecks. You’ll learn about work distribution within VR applications, the technical requirements to pass Oculus VRCs, how to use the Unity Profiler, Frame Debugger and Unity Profile Analyzer. By the end of this unit, you’ll also enable occlusion culling in a VR environment.
Learning Objectives:
Explore the technical requirements to pass Oculus VRCs
Assess how work is balanced across CPU and GPU
Understand Unity optimization workflows with built-in tools
Enable and verify occlusion culling in a VR environment
Submission:
Remember to follow along and build your own vertical slice! You can access additional support and submit your vertical slice to the Oculus Developer Support team for feedback: https://developer.oculus.com/unity-learn-vr/