05-03-2019 11:59 AM
Hey, I’m Matt Conte, and I
run our Developer Relations Engineering team at Oculus HQ in California. My
team works closely with VR developers on a variety of aspects from performance
analysis to VR design guidance. I came from the games industry, where I started
writing GameBoy Color games in Z80 assembly. Most recently, I worked as an
architect and principal engineer on Activision's cross-platform engine technology,
helping ship games on iOS all the way up through PS4.
I like classic video games,
I’ve written several console emulators, and I own Centipede and Q*bert arcade
machines. @!#?@!
Ask me anything!
Twitter: @mattconte
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05-03-2019 12:03 PM
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05-03-2019 12:23 PM
Hi Matt, thanks for the AMA!
I have few questions for you:
1.For best possibility optimization in Unity for Oculus Quest which Template should we start using and why this one?:
a) 3D
b) Lightweight RP
c) VR Lightweight RP
2.Do Oculus have in plan realise for Unity some best practical examples for Oculus Quest?
3.Which Unity version do you recommend?
4.What maximum atlas texture size can we use and which setting in textures should be setup to get best quality to performance ratio in Unity?
5.Is there a way to see GDC talk “Down the Rabbit Hole with Oculus Quest” video?
Thanks Matt!
05-03-2019 12:29 PM
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05-03-2019 12:34 PM