I'm currently doing some research on 3D asset guidelines for a multiplayer "Escape the Room" type of VR game using Unity with 4-6 players. The target device is an Oculus Quest. Most of my previous experience with 3D modeling involves only single-player experiences, so I'm wondering if there are special considerations and "gotcha's" that I need to consider when creating an environment for a multiplayer VR game.
I've gathered the basic mobile VR optimization guidelines such as baking all lighting, avoiding real-time shadows, using Mobile instead of Standard shader, using LODs, combining meshes and textures, etc.
My initial guess is that a multiplayer game has a CPU overhead since the device is syncing information and updating the location of the other players. That means I should pay more attention to reducing CPU performance costs of the assets I plan to create right?
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