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IGME-RIT/-Basic-OpenGL-with-GLFW-BiggerSceneVR
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Documentation Author: Niko Procopi 2020 This tutorial was designed for Visual Studio 2019 If the solution does not compile, retarget the solution to a different version of the Windows SDK. If you do not have any version of the Windows SDK, it can be installed from the Visual Studio Installer Tool Nothing hard, just added a bunch of objects to the scene In terms of level design for VR, it is clear in this tutorial that 3D effects are most visible when the player is looking at an object that has other objects behind it, and while the camera is in motion. 3D is visible when moving towards a car with a torus behind it. However, if you look at a torus in front of a black void, with no motion, the 3D effects are not visible, even while wearing the headset In terms of optimization and performance You can see in the timers that each eye now takes significantly longer to render than before. With this new scene, we can optimize our geometry over the next few tutorials, in three different ways. Benchmark on GTX 1050: With blur, in center of world Performance of Vertex shader and Fragment shader 1st Eye: 0.427ms 2nd Eye: 0.429ms Blur eyes: 1.66ms Full Frame: 2.54ms No blur, camera way off in the void Performance of Vertex shader 1st Eye: 0.243ms 2nd Eye: 0.248ms Full Frame: 0.502ms In the next few tutorials, we try to lower these numbers. If you are on a laptop like me, elapsed time can vary due to heating, and power usage. When comparing optimizations, heating and power usage must be the same with each test After finding which algorithm is fastest, the winning algorithm gets ported to Vulkan
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