3 ms·
Thanks. My requirements are pretty low, but I need to run on some pretty low-spec hardware, with VR multiview. Right now, everything is in WebXR, so perf is abo
by moron4hire 6y ago
Thanks. My requirements are pretty low, but I need to run on some pretty low-spec hardware, with VR multiview. Right now, everything is in WebXR, so perf is about half of native. And if I'm on a non-Oculus standalone headset, the only browser that is available is Firefox Reality, which has some perf issues of its own. There should be enough perf to run everything I need in this setup, especially of I can get some of my loading and texture transform ops running in Workers (again, with Firefox being the pain point here).
But with dynamic content loading over the 'net and teleconferencing and corporate authentication and general Unity update fuckery, it just got to be too much to manage. A lot of my users can't have Facebook accounts, so I need to support as many other headsets as possible, and Unity's tooling for that is way too constantly-in-an-ever-shifting-landscape-of-broken.
With OpenXR starting to really take off, and upcoming .NET 5 promising much more robust multiplatform support, I might be able to go back to .NET with Veldrid. Though I'd still have the teleconferencing and authentication bits being a lot harder to pull off outside of the browser, and having a native app would mean we would have to deploy through the Oculus store, which I definitely don't want to do.