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August 28, 2017

In the first part of we have discussed the tools and the game technical considerations that we at Pocket Games take into a count when developing Virtual Reality games. We presented this using two of our VR games Castaways VR and The Duel VR.

We'll continue where we left off at,

Optimization!

(Péter/programmer)

Serious requirements

“As I mentioned earlier we have to work hard to achieve the frame time that is needed for a good experience. For PC VR like Oculus Rift or HTC Vive, a constant 90 frames per seconds is needed. This gives the developers about 11 milliseconds to completely create a frame. For mobile VR like Oculus Gear VR, which is the most popular mobile VR platform, you need a constant 60 frames per seconds. Which gives the developers around 16 milliseconds to draw a frame. Naturally because we are talking about VR all of these frames have to be drawn twice, once for each eye.

You might think that because 16ms is a much longer time compared to 11ms we have and easy job at mobile VR...

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