笔记 - Oculus Connect 2016 Carmack talks
Need digging: inside-out position tracking -> MobileVR ? offset cubemap
social the most popular on platform massive scale -> HRTF?
deliver value to people is far more important than ‘real VR’
4k? -> think about shrink the angle. 180d is always better than 360d -> more stretched quality
phones play video at 59.x framerate -> some frame drop in a 60fps scene
mipmap will appear on corner / edge of 2d flat image in VR -> prefiltering the single image and don’t use mipmap can slightly solve the issue (better solution right now)
use voice as much as possible -> still cheap way to improve quality
thermo matters, which could seriously affect performance
focus on visual not resolution voxel number etc.. -> think about artist -> make changes to the tool limits
loading / prepation time is very important for VR Apps 20sec should be the red line, and it’s still losing people simplify the scene or loading scene astc not rgba -> rgba leads to many issue defered loading
framerate prelight static scenes, not so many dynamic light related things on gear vr compressed textures vertex shader costs more vulken snapdragon profiler
UI elements not using floating text -> would cause eyes focusing issue make text comfort to read content can’t fully show in a view -> do not make it scrolling or sth like that. literally CUT IT OFF hide gazing cursor when it’s not useful -> fading, shrinking do not use ‘waiting gazing active’ method -> use tap always