Trails of Performance: A Study of Real Time Optimization Techniques in Heterogeneous Natural Environments for VR

  • Lucas Rangel da Cruz CEFET/RJ
  • Nicole Cristina Vieira dos Santos CEFET/RJ
  • Luiz André de Souza CEFET/RJ
  • Andressa dos Santos Oliveira CEFET/RJ
  • Marcelo Arêas Rodrigues da Silva CEFET/RJ
  • Joel André Ferreira dos Santos CEFET/RJ

Resumo


Introduction: Virtual reality has gained widespread adoption across training, education, and other fields, yet hardware limitations, especially in lower-end standalone devices, pose challenges for accessibility and quality. Moreover, optimization is still a slow and experimental process, often at odds with the fast pace of research, especially for small teams. Thus, effective software optimization is critical for delivering a smooth and enjoyable experience for users and developers. Objectives: This study evaluates various optimization techniques and proposes a hybrid approach to address limitations observed in a target VR scene. Methodology: Performance metrics were collected on a VR device at key points in a test scene for each technique. Results were compared to identify the most effective methods, which were then combined into a hybrid technique and further assessed. Results: The hybrid technique increased performance by 26%, achieving an average frame time reduction of around 8 ms compared to individual techniques, with the second-best technique, a Level of Detail system, yielding a reduction of around 4 ms on average. However, the hybrid technique’s broader applicability outside the test scene requires further experimentation.
Palavras-chave: Optimization, Virtual Reality, Unity, Occlusion, LOD, Comparison

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Publicado
30/09/2025
CRUZ, Lucas Rangel da; SANTOS, Nicole Cristina Vieira dos; SOUZA, Luiz André de; OLIVEIRA, Andressa dos Santos; SILVA, Marcelo Arêas Rodrigues da; SANTOS, Joel André Ferreira dos. Trails of Performance: A Study of Real Time Optimization Techniques in Heterogeneous Natural Environments for VR. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 24. , 2025, Salvador/BA. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2025 . p. 714-725. DOI: https://doi.org/10.5753/sbgames.2025.10340.