>>276727372
oh man desu it really might be awhile before I've got anything to show. I don't plan to get into unity until I'm able to produce the basic effects I'm imagining in my head, in 2D form. Also I'm really hoping by the time I'm starting to spend time on actual VR dev, that eye tracking becomes a thing. I think I could do a lot with knowledge of where players fovea is, beyond basic screen space resolution reduction. can also do clever things with texture resolutions etc.
I did try a bit of dev in unity way back so also I have a basic idea of how to get into that, and yep its insane how ez it is. So at the moment I'm more concerned with improving my math knoweldge, gonna do lots of khan academy. And then shader knowledge and implemenation of my ideas in 2D shaders. The real beauty won't hit until in VR, but I can prove to myself if my ideas actually work or not in 2D just fine.

>>276727658
just a little bit, as mentioned above I've used unity before, did the basic ball roller vr demo thing. More concerned with the technicalities of the math behind shaders and such for now

>>276727918
Most of that stuff would just be cancer. Maybe not as cencerous if you do it for so long that you stop getting a headache, but still overall kinda dum imo. However if foveated rendering is involved then that changes. Depth of field rendering via resolution reduction will add to realism while improving performance a bit. Everyone ought to already plan on that though. I'm more thinking tricks with texture resolutions up close and extra cleverness around foveated rendering

TL;DR I think with VR we actually have the ability to approach graphics in a slightly different way that allows far greater realism for the same or even better performance. Eye tracking makes that like 10 fold.