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Performance on Mobile Hardware (Oculus Quest VR)
#1
Question 
Hello!

I'm considering using Curvy for a project that requires a racetrack to be generated at runtime, and a vehicle that travels along that racetrack at a constant speed with the ability to move left/right on that track.

1) First, is Curvy a good fit for such a use case? I saw that it has mesh generation features, so it can generate a track at runtime right?

2) How well does Curvy perform on mobile hardware? In particular, Android mobile VR hardware such as the Oculus Quest?

Thanks!
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#2
Hi

1) Yes, Curvy is a good fit

2) It really depends on how complex the racetrack is, the mobile hardware, the target FPS, ... I know from existing projects that Curvy can run on properly on mobile, but I haven't personally done any profiling on mobile platforms.

What I suggest you is to buy Curvy Splines, do tests with it. If the performance is not high enough, write me about it. If I can't provide you with a solution, then I will grant you a refund (through the Unity refund system)

What do you think?
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
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#3
(05-03-2021, 06:33 PM)_Aka_ Wrote: Hi

1) Yes, Curvy is a good fit

2) It really depends on how complex the racetrack is, the mobile hardware, the target FPS, ... I know from existing projects that Curvy can run on properly on mobile, but I haven't personally done any profiling on mobile platforms.

What I suggest you is to buy Curvy Splines, do tests with it. If the performance is not high enough, write me about it. If I can't provide you with a solution, then I will grant you a refund (through the Unity refund system)

What do you think?

Sounds good to me! Thanks for your reply!
Reply
#4
You are welcome. Please keep me updated about your tests, whatever the result it.
Have a nice day
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
Reply


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