Swift & Vortexa
Swift Swift
You ever tried cutting VR load times down to seconds while keeping the experience smooth? I’ve got a few tricks up my sleeve, and I’d love to see how you’d tackle it.
Vortexa Vortexa
Hey, absolutely—speed is the new immersion. I’ve been diving into asset streaming, predictive preloading, and even micro‑scene culling to shave seconds off. Tell me your tricks and we can mash them together to push the boundary even further.
Swift Swift
Sure, here’s what I do: use a predictive scene graph to load only the nearest LODs, stream assets via a worker thread that prioritizes based on camera velocity, cache recently used meshes, use a fast texture atlas, and kill idle tasks with a smart throttling loop. Combine that with your micro‑scene culling and we’ll shave another 200 ms per frame.
Vortexa Vortexa
Nice stack—predictive LODs + worker thread and smart throttling is a solid combo. I’d layer a lightweight pre‑filter that samples the headset’s head‑turn direction and pre‑fetch the next quadrant before the user even looks that way. That could shave the 200 ms you mentioned, and it keeps the frame budget breathing room for the rest of the experience. What do you think?