better audio spatialization and simple optimization
I stumbled across a setting that makes the procedural audio sound a lot better, simply by switching on "spatialize post effects" on that audio source.
I also realized, for some reason while I was in the shower, that my "saber event manager" was waiting up to 2.75 milliseconds for an event to execute even when the queue was empty so I told it to stop doing that! I think the frame rates are a lot more acceptable now! So embarrassing!
Edit: Not as embarrassing as I had thought but still embarrassing in a different way... My code never got caught in that loop where it was waiting around for 2.75 milliseconds... but the reason my update was more responsive was due to a different kind of error that exited the loop earlier allowing more time for the frames to render. At least now I know I have a way to throttle the behavior in order to find a good balance.
Files
Get Saber Thing VR Tech Demo
Saber Thing VR Tech Demo
Demo of an interactive plasma blade weapon for VR
Status | In development |
Author | Dan Shimmyo |
Genre | Simulation |
Tags | 3D, Physics, Sci-fi, Slasher, Unity, Virtual Reality (VR) |
More posts
- saberThing for Oculus Quest updateFeb 10, 2020
- Oculus Quest versionDec 24, 2019
- Summer 2019 updatesOct 17, 2019
- Improved Valve Index support...Aug 18, 2019
- LIV is back and 64BitAug 07, 2019
- Performance tweaksAug 03, 2019
- performance updates 7/31/2019Jul 31, 2019
- improved toss mechanicJul 12, 2019
- Unity patches and updated packagesJul 03, 2019
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