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title: Hitting 60 FPS in VR with millions of points | daily.dev
description: A senior graphics programmer at Q Games shares how they achieved 60 FPS in VR while rendering millions of points in their game. The key breakthrough was...
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# Hitting 60 FPS in VR with millions of points

**[Unity](https://daily.dev/sources/unity)** · 2 min read · 1 upvotes · 0 comments

## Summary

A senior graphics programmer at Q Games shares how they achieved 60 FPS in VR while rendering millions of points in their game. The key breakthrough was implementing point cloud level of detail (LOD) and understanding the cost of overdraw on high-end GPUs. The majority of performance gains came from specialized culling and data reduction techniques. The team uses Unity Engine for fast iteration and advocates for small teams to experiment boldly, noting that many perceived barriers are actually passable.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=OINP3cdkePc>

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Tags: [#game-development](https://daily.dev/tags/game-development), [#unity](https://daily.dev/tags/unity)

[View this post on daily.dev](https://daily.dev/posts/hitting-60-fps-in-vr-with-millions-of-points-rrbkwn74g)

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