Best Optimization for VR

Hey guys,

I am considering creating a large pack of low poly models for VR. I want to optimize this pack the best I can. Though a have a question (and some ideas) regarding it.

I know VR is fasted with the less data it needs to call on. Like a texture atlas is faster than having many separate textures. Does the same logic apply to materials? Say I have a green chair and a tree; should I use the same texture and material for the leaves and chair? Or would it be better to have separate materials but the same texture.

Also since most low poly assets are simply 1-3 colors; Would it be a good idea to use 1 image that is a palette of all the colors you need for the assets and then simple UV map each polygon of the mesh to the color you want it to be? I feel like this would be the best way to optimize the pack of low poly models.

I just want to find the best way to optimize these models before I spend a lot of time making them one way. I appreciate any feedback you guys have to offer!

Thanks for your time,
Craig

what device/platform are you planning on targeting your vr for? Are you planning on baking in the lighting or having dynamic lighting? knowing your platform will give you a idea as to what limitations you need to work around for. texture / poly budget on a mobile device is significantly different to a sli 1080 machine with the vive.

That is a very important point. My intentions were to create well optimized models for VR to show on my portfolio. I guess optimizing models for mobile platforms would be the best route to go. Though if I bake lighting; multiple models couldn’t use the same part of a texture making the texture atlas larger in size. Anyway thanks for your feedback doublebishop you’ve aimed me in a better direction.