To optimise our scene even further, myself and our Director, Cassie, decided to start deleting faces for various models in our scene that are never seen by the user. These are mainly on furniture, large counters, table items, counter items, fridge and kitchen door. In this blog, I will post the videos of a few of the newly optimised models, some images from the process and explanations from other blogs and videos I watched as to how basic models need to be to ensure our scene is optimised as much as it can be.
I found the article from Evermotion on optimising scenes to be very helpful in giving me the knowledge and understanding of why optimisation is such a large part of a project such as ours. The real time rendering that we will be using within unity is processing a lot of information at one time. If a project has a lot of textures, geometry and animation, this can be described as an expensive project. Not that it costs a lot of money, but rather it is expensive in its ability to drain the computer system's CPU (central processing unit). If we have so many components to our project, the render time will slow and mean that our project will lag and lose the effect we want it to achieve. This article highlights the next for optimising and regulating a scene and animation in unity.
https://evermotion.org/tutorials/show/10105/optimizing-3d-scenes-for-faster-rendering
I found the article from Evermotion on optimising scenes to be very helpful in giving me the knowledge and understanding of why optimisation is such a large part of a project such as ours. The real time rendering that we will be using within unity is processing a lot of information at one time. If a project has a lot of textures, geometry and animation, this can be described as an expensive project. Not that it costs a lot of money, but rather it is expensive in its ability to drain the computer system's CPU (central processing unit). If we have so many components to our project, the render time will slow and mean that our project will lag and lose the effect we want it to achieve. This article highlights the next for optimising and regulating a scene and animation in unity.
https://evermotion.org/tutorials/show/10105/optimizing-3d-scenes-for-faster-rendering
Below is a look at a before and after view of the cash register in the scene. Before, with its full geometry and after, as literally a skeleton of its former self. When this model in positioned within our scene though, the user won't be able to see any difference due to the angle it is sitting.
The information available on the unity website is also a huge help for anyone taking on a vr or unity based project. Their articles on optimisation is key for anyone modeling or design environments within the software. It speaks of a feature within Unity called the 'overdraw' tool is very helpful for optimising. It allows the designer to see overlapping geometry and so, tell which models or faces could be removed from the scene to optimise it. You can read the full article from their website here - https://unity3d.com/learn/tutorials/topics/virtual-reality/optimisation-vr-unity
The two videos below show other models that underwent the same treatment as the others with deleted faces -
Another online article I found helpful for optimisation was the Team Tree House article on VR performance. They highlight the ideal render rate and how to achieve it by optimising ones scene for unity. They highlight topics such as sampling and how working with the technical settings and performance values can enhance a scene within Unity.
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