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Question for 3D modelers

I was wondering what the 3D modelers do to maximize performance using the Hololens. One of the things I would like to know is how dense you make objects, such as a ball or a chair. What texture size do you use? What makes the frame rate drop the most, polygons, texture, or shaders?

Best Answer

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    Cashb005Cashb005
    Answer ✓

    Poly count seems be to the worst from my experience.

Answers

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    Cashb005Cashb005
    Answer ✓

    Poly count seems be to the worst from my experience.

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    @Saul_Aguilar here is a thread on perf that you might find helpful.

    Keep in mind that unlike traditional 3D projected onto a 2D surface (aka monitor or tv display) some of the 3D visual effects like bump maps and other lighting or visual based tricks, in both VR and MR you are able you to move around and get close to surfaces so those kinds of stereo effects can be less effective in a HoloLens experience than when projected on a 2D display.

    Also it is more difficult to do things like prebake lighting effects in a HoloLens app. So to get certain surface details you may need to rely on polys instead of texture or shader tricks.

    It really is all about tradeoffs.

    Windows Holographic User Group Redmond

    WinHUGR.org - - - - - - - - - - - - - - - - - - @WinHUGR
    WinHUGR YouTube Channel -- live streamed meetings

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    Thank you for responding to my question! I heard normal maps don't really do much in VR, wasn't much sure about normals on the Hololens.

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