Resume
First Steps: Art, Skyboxes, and Optimization
The video above shows how much I can push my 3D models and lighting to achieve a somewhat stable 72 FPS on the Oculus Quest. Sadly, the only problem is that when physics are implemented, it drops the FPS to around 65. If I am going to fix this, I would either have to optimize my physics engine or look into some optimization methods.
Porting the PC version of Glorious Noon to the Oculus Quest was hard to do. For example, I had to unsubdivide my models to reduce the detail/triangles. I also had to rework some of the physics code because I didn't write code as cleanly as I should have when I made Glorious Noon in high school.

Although the Quest has a comparable resolution to the original Rift, the image quality for mobile Unity games still became less bright and more ugly. I created some new skyboxes with realistic lighting to compensate.
Check it out!
Resume