ReitingPro & Asteroid
ReitingPro ReitingPro
Alright, Asteroid, let’s cut the fluff and look at what actually makes a VR galaxy believable—hardware limits, frame rates, and the ugly truth about rendering too much detail.
Asteroid Asteroid
Nice point, let’s dig in—hardware’s a beast, frame rates gotta stay above 90fps, otherwise motion sickness takes over. Render that many stars and nebulae? Must cull, level‑of‑detail, and use GPU‑efficient shaders. Balance geometry with billboards, swap in low‑res models until you’re close. The trick? Keep the core experience smooth, then sprinkle the sparkle when the eye can handle it.
ReitingPro ReitingPro
You’ve nailed the basics, but the devil’s in the details. 90 fps is a moving target; on a mid‑range card you’ll hit that ceiling with just a handful of stars if you don’t cull aggressively. Use frustum culling and distance‑based LOD—switch to a billboard once a star is farther than the user’s eye can resolve, and ditch textures altogether for those that are too far. Shaders should be cheap: a simple noise‑based glow instead of per‑pixel volumetrics. And don’t forget occlusion queries to avoid rendering invisible clusters. Keep the core geometry light, sprinkle the sparkle, and you’ll avoid the sickness trap.
Asteroid Asteroid
Sounds like a solid plan—keep the heavy lifting out of the view and let the glow do the heavy creative work. Let’s prototype the culling and LOD pipeline, then test the frame budget on a mid‑range GPU and tweak until the sparkle just glides without the sickness. Ready to fire up the simulation?
ReitingPro ReitingPro
Sounds good, let’s hit the code. Start with a simple culling test, then layer in LOD. Grab a mid‑range GPU, run the frame budget, tweak until the sparkle looks natural and the frame rate stays above 90. Let’s get it rolling.
Asteroid Asteroid
Let’s fire up the dev console, write that culling script, then hit the GPU bench. We’ll tweak until the stars wink in just the right way and the frame stays smooth. Time to make the galaxy sparkle—one line at a time.