Abstract
The development of cross-platform interactive virtual reality applications, requires the use of techniques and optimization tools to provide good end-user performance and availability on desktop and mobile platforms; about that, it has to take into consideration the growing demand for the use of geometric and polygonal data, since although technological advances in high-end hardware are constant, these are not as accessible to most people, so there is a need to increase interactive and immersive applications performance, which will depend on the knowledge with which it is developed. This research applies optimization tools and techniques, comparing the measurement of variables, corresponding to performance and functionality of the application called VR-UC, in its two stages; related to its optimization, on the platforms: Mobile and Desktop, where its Quantity is compared Geometric, Number of Objects on Stage, Number of Materials, Number of Batches (DrawCalls) and Frames Per-second (FPS), resulting in the optimized application in its Stage II, had a favorable evolution in its performance, reaching 400 fps in its desktop version and 25 fps in mobile, differentiating from the first one with 365 fps and 5 fps respectively. This allows us to conclude that the use of optimization tools and techniques are necessary and will depend on the purpose of what will be developed by taking mainly into account the hardware factor.
Original language | American English |
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Title of host publication | 2021 IEEE International Conference on Computing, ICOCO 2021 |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Pages | 213-217 |
Number of pages | 5 |
ISBN (Electronic) | 9781665436892 |
DOIs | |
State | Indexed - 2021 |
Event | 2021 IEEE International Conference on Computing, ICOCO 2021 - Virtual, Online, Malaysia Duration: 17 Nov 2021 → 19 Nov 2021 |
Publication series
Name | 2021 IEEE International Conference on Computing, ICOCO 2021 |
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Conference
Conference | 2021 IEEE International Conference on Computing, ICOCO 2021 |
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Country/Territory | Malaysia |
City | Virtual, Online |
Period | 17/11/21 → 19/11/21 |
Bibliographical note
Publisher Copyright:© 2021 IEEE.
Keywords
- Virtual reality
- frames per second
- number of batches
- number of objects
- optimization
- quantity of materials
- techniques
- tools