#Windows and Tranparency on mobile devices

1 messages · Page 1 of 1 (latest)

wary cypress
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I am developing a game for Meta Quest 3 which contains lots of windows to buildings as well as vehicles. Obviously this causes overdraw, which is very bad for performance on mobile VR. It is especially hard to avoid having transparency cover the screen when vehicles need windshields and other windows.

Are there any good tricks to faking transparency/windows i should look into?

Thanks for any help!

agile mantle
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It helpt to use simple lit or unlit for it and use premultiplied transparency. You can also disable all other transparent windows when inside of a car etc, to reduce overdraw. Sadly there is no perfect option

wary cypress
agile mantle
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Yeah the more something transparent fills the screen (and the more transparent layers there are, like other car windows) the heavier it is

frosty edge
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I did also give you some answers in your Discussions thread :

For buildings, you could look into interior mapping : https://www.youtube.com/watch?v=2qVSV5dhdb0

Unless you want to get really close, the illusion is quitte effective. Or you can use it as a LOD for further away windows.

For vehicles, maybe something similar can be achieved, else you can't really do without real transparency. But similarly, you could just use opaque windshields and windows in LOD1 when the vehicles are a bit further away.