Dev Log

Foveated rendering and MSAA in PlayCanvas
PlayCanvas is a 3D game engine that comes with an online editor and WebXR support. It’s great for authoring web based XR experiences. Creating graphically intensive WebXR applications on devices like the Meta Quest 3, while maintaining 90 FPS is real challenge. Techniques like fixed foveated rendering (FFR) and multisample anti-aliasing (MSAA) are essential for visual quality and performance, but PlayCanvas does not support both at the same time. Let’s dive in.
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Optimizing wLipSync even further
This post continues where we left of after the previous part: Optimizing wLipSync. While it seemed there wouldn’t be much performance left to squeeze out after the initial improvements, that turned out to be false. As is often the case in software development, letting a problem rest for a while leads to fresh ideas and new insights.
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Optimizing wLipSync
When porting uLipSync for the web, the choice for WASM was quickly made. Performance is paramount for audio processing. Especially since the lip sync should run in realtime on mobile devices. However, just using WASM does not automatically mean performance. After porting the C# code to C++, it was time to look for possible optimizations.
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