I have a project which I really want to do. It is NOT commercial at all
I want to build a scene made out of lego-like bricks and then in VR (on oculus quest 2) I want to stand inside that scene.
Lego buildings tend to have a lot of bricks and things like the studs (the round knobs on top of them) also use a lot of geometry compared to simple boxes.
But… people can be clever and hide any geometry that is not visible. Or… instead of hide it, just don’t generate it at all.
Are there tricks I could use to display a lof of polygons on for example a quest2 hardware ? Maybe there are ways to have less intensive shaders ? Things to avoid to optimise speed? All my blocks are static in the scene, so maybe there are tricks to be sure all this geometry is staying on the GPU?
PS. Since this is a non-commercial project (and hey I’ll be using lego brick models, so there is NO way anything commercial could be done with these) I will probably be the only one to run these demo’s.
In unity you can also choose to run the app on your PC/GPU and then send them over via cable. I guess that that performance will be unbeatable when I would run babylonJS on the oculus quest 2 hardware ?