So I've been learning how to correctly snap pieces of geometry together to form structures. This process is much more difficult that I anticipated due to how complex Japanese architecture truly is. While I'm using references to build various buildings, it's quite a task to get walls, columns, ceiling tiles, ornate trim and roof pieces to seamlessly work together!
Another problem is the polygon & vertex count are incredibly high with this type of geometry. I've been working with various forms of optimizations to counter this issue such as greatly reducing the models themselves, creating LOD (Level of Detail), and culling geometry when out of view or when hidden behind other objects. The video below is one of my tests after collision was added so I could run on roof tops. Currently FPS (frame rate) is 72-90 with the HD structures along with baked shadows & lighting. Draw calls are quite low due to models sharing the same materials. This speed is consistent while using the Oculus Rift S and the Quest 2. While there are no lights in this scene, you can see that the hands are effected by "shadows" & "light" while moving through the area. As long as I keep up the insane level of optimization on everything in the world, I can add more decoration and world effects.
Currently this test world has no decoration of any kind. No window sliders, shoji screens, or background world, but that will come soon! This is only for my benefit for learning how to build the worlds and to see how well the Quest handles high amounts of geometry. Along with the techniques listed below, everything in the video thus far only uses only 2 (2k) textures.
While Oculus recommends keeping vertex count between 100k-200k, I'm already pushing past 1,000,000 due to the architecture. We'll just have to follow this road to see where it leads because ultimately the Quest may not be able to handle the quality that I want to achieve.
While I'm pretty happy with the current results of the various tests so far, I've finally moved on to designing and constructing the final layouts of the village itself. No more needing to test how geometry fits together! It's onto building the final world.