Andy Baker

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> > > Done, though I think it's ready for review, just not for merge. How can I indicate that? I think maybe we just need a discussion. My feeling...

One way to mitigate the performance cost of this would be to combine it with Application Spacewarp: https://developer.oculus.com/blog/introducing-application-spacewarp/ But our extensive use of transparancy might rule that out. Anyone got...

I'm mildly -1 on this. (-0.5?) A lot of our users push performance to the limit. Gaining performance when we switch to xr is a good thing. Is this the...

The best solution I can think of would be to keep the legacy data structure for guides in the saved tilt file but add a new more future proof one...

There is a simple workaround (remove the plane guide and resave) And not many people are opening sketches in older versions of the app. Therefore I think this is probably...

In my view there are going to by multiple, performant, web-native implementations (there already are). The interesting thing about this project is the Unity integration. Unity doesn't have any way...

Would blue noise improve things here? It should be as simple as sampling from a pregenerated texture. @pablodawson Is this right repo and branch? https://github.com/pablodawson/UnityGaussianSplatting Nothing renders for me even...

Also - it's worth noting that the Quill player varies the blue noise per frame. It increases "crawling" but at a high refresh rate it adds some temporal smoothing (I...

I might take a look at this at some stage as I am particularly interested in Gaussian Splats for VR (seems like *the* perfect use-case) In the meantime there is...

I might be misunderstanding but how would that work for "running inside Unity" use-cases? I've generally found C dependencies a pain for anything cross-platform (x86 Windows, x86, Mac, ARM Mac,...