I am in the design phase regarding assets for a VR experience and would like some input regarding in-world measurements and optimizations, including navigation meshes.
What is the most commonly used scale for creating assets? I am currently proceeding with the average eye line height of 1.6m for adult males for the sake of simplicity (for now), but I am open to alternatives.
The major questions are:
Do I Need a Navigation Mesh?
I will be using Blender to do my modeling, relying on heavy instancing to keep my draw calls low (more on this later). Do I need to design a “walkable area” in Blender, or can I just apply checkCollisions to the instances that build my interiors?
Assemble in Blender or in Babylon?
Is it better practice to optimize using Linked Objects in Blender to assemble structures before exporting, or is it more advisable to export one-offs of each “instance” geometry and use Vector3 to “assemble” structures inside of BabylonJS?
Max Cap on Triangles in VR?
Even though performance is largely a case by case scenario dependent on the hardware running the scene, is there a general upper bound on the number of triangles a scene can have, given heavy use of instancing, before performance is noticeably impacted? In short, how heavy does the use of instancing need to be?
Thank you for your patience, there is still so much to learn!