Stressed Out
VR & Desktop
Developed for VR, added desktop mode later
Full body presence! Not just floating hands. Better immersion
Utilized Forward Rendering for better performance
Designed PBR materials
Created optimized shaders for the most performance
Created and edited 3D models, UVs and textures
Optimized 3D models, UVs and textures for better performance
Created post process shaders for more realistic look
Lighting and color grading for warm and vibrant look
Utilized different asset packs and tweaked them for a coherent look
Artstation
Tutorials
Introduction to Game Optimization
Distance Culling | 1:04 |
Drawcalls | 0:33 |
Frustum Culling | 0:51 |
Level of Detail (LOD) | 1:30 |
Mipmaps | 0:50 |
Occlusion Culling | 0:35 |