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Creating Augmented and Virtual Realities
book

Creating Augmented and Virtual Realities

by Erin Pangilinan, Steve Lukas, Vasanth Mohan
April 2019
Intermediate to advanced
370 pages
10h 23m
English
O'Reilly Media, Inc.
Content preview from Creating Augmented and Virtual Realities

Chapter 4. 3D Art Optimization

Introduction

In this chapter, I cover why optimization is an immense challenge when it comes to developing assets for virtual reality (VR) and augmented reality (AR), with a heavy focus on the side of VR. I share different approaches and thought processes to consider in various areas involved in creating 3D art. Instead of focusing on specific tools, techniques, and tutorials, you will see an overall view of what you can do to optimize your 3D art. I share why it is important to really keep optimization as a high priority in the entire design process.

Let’s begin by talking about why optimization for VR is new to most artists who are beginning to work with VR content.

A typical 2D LCD monitor has a refresh rate of 60 Hz. When you look at a flat monitor running at this rate, you will have a fantastic visual experience. This has allowed for traditional asset development to be “heavy,” with heavy in this circumstance meaning that assets have higher poly counts and larger texture images, along with the scene itself having a higher quantity of models to view.

Head-mounted displays (HMDs) run at 90 Hz. To have a comfortable and convincing experience, VR content needs to run at 90 frames per second (FPS). If your experiences run lower than 90 FPS, you risk causing your users discomfort. Discomfort can include headaches, nausea, and eye pain. This will result in a subpar experience that users will want to leave quickly. Because of this high ...

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Publisher Resources

ISBN: 9781492044185Errata PageSupplemental Content