Hitting 60 FPS in VR with millions of points

Dreams of Another pushes the limits of rendering with dense point clouds, but that ambition almost collapsed frame rates, especially in VR. Join Jose Luis Ortiz Soto, Senior Programmer at Q-Games, as he details the critical moment their team realized they weren't reaching the strict performance requirements for their point cloud world. Discover the breakthrough that took them from painful overdraw bottlenecks to a sustained 60 frames per second on PlayStation®5, PC, and VR. Watch Jose’s Unite talk: https://on.unity.com/DreamsofAnotherUnite Play Dreams of Another: https://on.unity.com/PlayDreamsofAnother Watch more videos: https://on.unity.com/resources [0:00] – Intro [00:32] – Identifying the problem [00:56] – Reaching a breakthrough [1:36] – Growing as a small team #MadeWithUnity #GameDev #Graphics
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Hitting 60 FPS in VR with millions of points

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