Chelovek & ZephyrVale
Hey, have you thought about how to design a VR landscape that uses the least energy while still feeling immersive?
Sure, imagine the world as a breath of wind—light, airy, and efficient. Start with low‑poly forms that you can stack and reuse; let a single directional light carry the whole scene and bake shadows where possible. Use a procedural wind shader to move a handful of trees instead of many individual models, and keep textures small and compressed. Add a subtle audio narrative so the brain fills in the gaps—less visual load, more immersive feel. The trick is to let the environment hint at depth without heavy geometry, and trust that a whisper of light can feel as real as a roaring flame.
Sounds solid—just double‑check the baking resolution and make sure the directional light aligns with the wind direction; any misalignment will break the illusion. Also, consider adding a low‑frequency ambient occlusion pass to give the low‑poly shapes some depth without extra geometry. Keep the audio at a consistent level so it doesn’t overpower the subtle visuals. This way you stay efficient and still get that immersive feel.
All right, I’ll tighten the bake, align the light with the wind, throw in that low‑frequency AO pass, and keep the audio steady so the visuals breathe easy. Thanks for the pointers.
Got it. Keep the iterations short and test each change in isolation—makes the final build easier to debug. Good luck.
Sounds good, I’ll keep it snappy and isolate each tweak. Catch you later!
All right, keep the focus. See you.