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I’d hazard a guess the VR development for platforms like Quest, where you’re effectively trying to render stereo at 90fps on mobile chipsets AND deal with the p
by billti 5y ago
I’d hazard a guess the VR development for platforms like Quest, where you’re effectively trying to render stereo at 90fps on mobile chipsets AND deal with the physical environment, is bringing back a lot of those “get every last cycle out of the hardware” skills.