8. Unity 3D
Cross Platform
HoloLens Support
WYSIWYG Editor
Quick Interaction Times
Powerful Asset Pipeline
Easy to lean API’s
Programming Language: C#
Wrapper and dlls support: C++
15. Shaders
Programs that run on the GPU
Written in C like language (CG, HLSL, GLSL)
Used for lighting, effects, computation, etc
DX11 Rendering Pipeline
16. Structure of a Shader
Shader “Name”{}
Properties {}
SubShader {}
Pass {}
CDPROGRAMM … ENDCG
Defining Variables
Structs
Vertex Program
21. Remember HW Limits
Goals
• Frame Rate 60 fps
• Memory < 900 MB Total Commit
The the biggest factors for CPU performance are:
• Too many objects being rendered (try to keep this under 100 unique Renderers or UI
elements)
• Expensive updates or too many object updates
• Hitches due to garbage collection
• Expensive graphics settings and shaders (shadows, reflection probes, etc.)
https://developer.microsoft.com/en-us/windows/holographic/performance_recommendations_for_unity
22. Optimize Player
Go to the player settings by navigating to "Edit >
Project Settings > Player" page, click on the
"Windows Store“
Use Shader preloading, preloading means you won't
see any hitches due to runtime shader compilation.
Make sure "Rendering > Rendering Path" is set to
Forward (this is the default).
The "Use 16-bit Depth Buffers" setting allows you to
enable 16-bit depth buffers, which drastically reduces
the bandwidth (and thus power) associated with
depth buffer traffic.