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The Graphics Pipeline: Optimizing VR Experiences & Texture Compression

Stephanie Hurlburt is a low-level graphics engineer who has previously worked on the Unity Game Engine, Oculus Medium, and Intel’s Project Alloy, and now she’s creating on a texture compression product called Basis at her company Binomial. I had a chance to catch up with her at PAX West, and we take a bit of a deep dive into the graphics pipeline and some of her VR optimization tools and processes. We also talk about how to determine whether an experience is CPU-bound or GPU-bound, an open source game engine being built by Intel, the future of real-time ray tracing in games like Tomorrow Children & Dreams, and why she sees texture compression as a bottleneck in the graphics pipeline worth persuing for the future of wireless streaming in VR.

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Here’s a recent talk that Stephanie has given on texture compression and the future of VR


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Music: Fatality & Summer Trip

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