P-167: Paranoia: Update 19: VR Debugging
I believe I have figured out what was causing the significant “jitter” effect that I was seeing in my VR game.
I think that it was caused by the large number of objects being created. I am creating about 500-600 objects, which is a lot, and I have no real optimisation features in place. It is possible that creating this many objects all at once, and, more importantly, rendering these objects all at once, is causing the issue.
I could implement a fairly simple system which spreads out the creating of the objects over several seconds (so, for example, it would create 100 objects per second for 5 seconds, instead of creating all 500 objects at once). This should fix the disconnect problems when loading the scene.
Conventional optimisation/culling would be fine for fixing the performance problems in game. I could exclude any objects that are too far away for be visible, or that are outside the field of view of the player, etc. The fact that I am working on a maze-like game will make optimisation easier, since the player will really only be able to see the room they are currently in, and possible some neighbouring rooms (through open doorways and windows).

07/09/2016 , 02:56:32 AM
Torque 3D MIT – P167 Paranoia