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    Creating Dense Foliage in VR: Part 2
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    • Nov 21, 2017

    Creating Dense Foliage in VR: Part 2

    This article reveals some important LOD techniques used to hit framerate when working with dense foliage in VR. Difficult even under normal circumstances, creating forests or jungles in VR means we really have to step up our game! Sadly there isn’t a single easy answer to hit that magic 60 or 90 fps. In fact, it requires a combination of techniques, and these techniques tend to change based on what the scene requires. Where should we start? In our previous section, we covered
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    Creating Dense Foliage in VR: Part 1
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    • Nov 2, 2017

    Creating Dense Foliage in VR: Part 1

    As VR grows in popularity, new techniques for optimizing environments are rolling in all the time.  Since I just wrapped on a VR project, I thought I’d share some tricks I use to create dense foliage in scenes while keeping them running at a high framerate. But first, something to always keep in mind: Every polygon counts VR requires a high FPS to run well and maintain player comfort. If your FPS is too low, your game may stutter and even cause your players to become sick. So
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    Optimizing mobile VR character art
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    • Oct 24, 2017

    Optimizing mobile VR character art

    VR is a resource-hungry beast. So are characters. Doing them both on mobile means that you have to start planning right away for optimizing your mobile VR character art. You can’t get away with waiting until the last minute. Your assets need to be created with optimizations built-in ahead of time! A big challenge we faced on our most recent mobile VR title, VRSE Batman, was creating multiple enemies for Batman to fight. We all know characters are expensive to begin with: they
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