Your VR Success Guide: Tailoring URP Settings for Peak Performance
HTML-код
- Опубликовано: 21 сен 2024
- In this detailed guide, we dive into the best settings and optimizations for the Universal Render Pipeline, tailored specifically for VR development. Learn how to maximize your VR performance and enhance visual fidelity with tips and tricks.
► 🍤Support the channel🍤
Patreon: / fistfullofshrimp
Subscribe For Shrimple Tutorials: / @fistfullofshrimp
► 💬 Socials🗨️
Discord: / discord
Written Tutorials: fistfullofshri...
► 🔗Useful Links🔗
Written Tutorial: fistfullofshri...
URP Roadmap: unity.com/road...
► 📦Assets📦
Free VR template: github.com/Fis...
► 🕹️More Shrimple Tutorials🕹️
Optimize Your Draw Calls: • Unity VR Optimization ...
Unity Lighting Essentials: • Light Up Your Game : U...
► 🦐Who's El Shrimpo?🦐
I'm Fist Full of Shrimp! I make the most shrimple tutorials about Unity, Game Development and VR Development! My Unity tutorials are beginner friendly, but also tend to get into more details that can be forgotten. I do my best to make my tutorials as quick and clear as possible, so if you've found them helpful so far, consider liking and subscribing for more!
#unity #gamedev #vr
Music Credits
------------------------------
Floating by Smith The Mister Hey Yeah, by Smith The Mister
Smith The Mister Smith The Mister
Free Download / Stream: [No Copyright Music] Floating by Smith The Mister · Hip Hop & Rap + Calm
Music promoted by Audio Library Floating - Smith The Mister (No Copyright Music)
------------------------------
WHAT?! THERE'S A RENDER PIPELINE CONVERTER?! IVE BEEN SELECITNG ALL THE MATERIALS MANUALLY FOR YEARS!!! AAAAAHHH!
Thank you man. I had ugly FPS after converting default pipeline to URP. Your settings very helped, now i returned my 70FPS =)
That's amazing to hear! Super happy that you got your FPS back up to 70. Cheers!!! 🍤🍤🍤
Excellent as always. I was struggling with this last week where standard assets wouldn't change (ìt was not changing your sockets prefabs). Love how you deep dive on topics, not just brush over them. Really enjoying your videos mate, keep them coming!
Thank you for the kind words! I noticed so many things tell you change settings a certain way, but never why. I'm glad to hear my deep dives are helping.
wonderful vid, Meta just changed something that made my apps unplayably laggy, using these settings has set it right again
Really happy to hear this! 🍤🍤🍤
Can’t wait for the lights/shadows baking. Had some experience here but want to see if I’m not doing something wrong
Just posted it a day ago! Hope you enjoy and find it helpful!!! 🍤
What an excellent video!
Cheers! I hoped it helped
Another great tutorial! These series are some of the best content for learning Unity VR available. Have you looked into using the Shader Graph for VR? I am curious about best practices. I am also very curious if vertex displacement would be effective with stereoscopic rendering.
I'm glad you've found them useful! I've always wanted to deep dive into optimization and it's been fun exploring it through these videos. I haven't played with Shader Graph too much, but it sound like another fun optimization video for the future! Thanks for the suggestion. 🍤
Wowwww good tutorial, thanks
You're super welcome! Glad you enjoyed it! 🍤
big help!!
Awesome, thank you !
You're most shrimping welcome 🍤
Thanks a lot.
great explanation
Glad you liked it 🍤🍤🍤
@@FistFullofShrimp🍜🍤
it would be incredible if you might pass trought all the features in the roadmap you showed us !
URP is being a problem, in static scenes it is not a problem but since you use movement the blinking of the objects makes it impossible to work with it. And that's just using a simple plane and a cube.
for some reason when i make all the things all unpink it doesn't work to the default probuilder material
Hi! Thank you for your tutorial, it is inspiring to me!
Now I am struggling with VR Optimization now because I found when I run the game through Unity's PlayMode when my Oculus Quest 2 links to my PC, everything works perfectly. However, when I export an apk from Unity and import it into my headset and I run the apk separately, I will find the game objects / UIs / etc in a distance that will flicker when shaking the headset. Also, let's say there is a building in a distance, when I am looking at it, the edge of the building is not a line. It will look jagged and blurry. Do you have any idea what is happening here? Appreciate!
what if i write my own shader and material, can i convert it easily to urp materials? or should i rewrite all shaders?
I optimize Unity for Quest 2 in urp but now i can't use Post processing with volume ? why ? :/
Hi, I am following allong with this tutorial and everything is working as intended. I am going to be getting the Meta Quest 3 and wondering if these settings chosen in this video will also work for the Meta Quest 3? Where can I find more information about settings for Meta Quest 3? Thanks so much!
Can I also use these settings on Quest 2? If not, what would be the best for optimum performance? Thank you.
You should be able to use these settings for the Quest 2, but as far as optimum performance goes, that really depends on what your project has in it. If our project is full of low-poly art, we might be able to get away with higher quality setting with the Quest 2. The settings in this video should be seen as a starting off point and tweaked until you find the right performance/quality ratio that fits your project.
I still have pink assets and video players. For the love of all thats good in the world please help me =(