![]() ![]() Vulkan should also provide for significantly faster initial loading times. ![]() This means that Vulkan could enable Quest developers using Unity to ship more detailed scenes, use larger draw distances, use leftover CPU power for physics, or just increase battery life of existing fidelity content. This means that more draw calls can be used each frame - or the same number of draw calls per frame will use less CPU power and energy. Vulkan’s lower level access to the hardware means there is less driver overhead for draw calls (instructions from the CPU to the GPU of what objects to draw). This is, however, simply due to a check it performs to see if Vulkan is enabled, which can be bypassed by commenting it out. ![]() While Unity 2019.3 supports Vulkan on Quest, the current Oculus Integration for Unity does not. Three top investment pros open up about what it takes to get your video game funded.
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