Exercise restraint
Performance targets for VR apps are very difficult to reach. It is, therefore, important to recognize when we are simply trying to cram too much quality into our app than is tolerable for the current generation of XR devices and typical user hardware. The last resort is always to cull objects from our scenes until we reach our performance goals. We should be more willing to do so for an XR app than a non-XR one since the costs of poor performance often far outweigh the gains of higher quality. We must refrain from adding more detail to our scenes if it has become apparent that the rendering budget has been exhausted. This can be difficult to admit with immersive VR content, where we want to create as much compelling immersion ...
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