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