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ArchVis Optimization

ArchVis scenes optimization for Unreal Engine + Meta Quest 3 VR.
For performance in both PC-VR and standalone VR.
Used techniques like static light baking, UV unwrapping, LOD generation, re-topology, etc.
Added VR interactive functionalities, such as batting a baseball, opening doors, switches, buttons, and weather widgets.

With many separate elements like the wood panels, this scene contained about 10,000 actors on first Datasmith import from Rhino.

With many separate elements like the wood panels, this scene contained about 10,000 actors on first Datasmith import from Rhino.

Further object merging, re-meshing, and UV unwrapping reduced the actor count to about 3,000.

Further object merging, re-meshing, and UV unwrapping reduced the actor count to about 3,000.

Poor construction of the chairs in this scene was pushing the tricount up to the tens of millions. Remodeling and utilizing Unreal's Instanced Static Mesh component improved performance.

Poor construction of the chairs in this scene was pushing the tricount up to the tens of millions. Remodeling and utilizing Unreal's Instanced Static Mesh component improved performance.

The animated people are not skeletal meshes but are animated through shader world position offset. Previous iteration of this project ran at about 2 frames per second due to the sheer number of skeletal mesh animations being computed on the CPU.

The animated people are not skeletal meshes but are animated through shader world position offset. Previous iteration of this project ran at about 2 frames per second due to the sheer number of skeletal mesh animations being computed on the CPU.