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    Quality & Performance

    Advanced | 60 minutes

    Goal

    The smaller the device's form factor and the larger the field-of-view, the more difficult it gets to provide a pleasing experience that does both provide state-of-the-art visuals and run flawlessly with a good performance.

    We can distinguish between three measures when talking about performance:

    1. The time it takes to generate/update a scene at runtime
    2. The probability and length of display freezes, also known as framedrops
    3. The framerate in general

    Depending on which measure you want to optimize, different tweaks or strategies can be applied. However, in many cases the optimization isn't lossless but comes with a trade-off. In this chapter you will learn how to optimize your experience.

    Prerequisite

    Elastic SDK Getting Started Tracks and previous World Creation Tracks.

    Content

    1. Scene Generation and Update Time

    2. Framerate Optimization

    3. Object Pooling


    ❮ Texture Based Maps
    Scene Generation & Update Time ❯
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