Pretty demanding scene - shutting down all lights more than doubles my fps in VR. That being said, it's "doable" on lowest quality settings for older hardware like mine. Just about doable, but still. Model is non-default bodydimensions - a bit annoying, but bodynet just about manages to adjust my default-proportioned model to fit with the scene's animations.
Otoh, the upsides are really strong upsides - very high-quality animations, and LOTS of them, good audio, good menu/customization options, all the bells and whistles.
TL;DR - I still think that more could be done to optimize runtime performance, specifically wrt lighting, but otherwise, this is the uber-monster Bentley of Timeline-animated scenes. Well worth the money.
If you haven’t already explored it in the scene, I’d be happy to walk you through what’s currently possible in terms of customizing the lights.
And I’d also like to share a few things about the future plans for RealFeel:
What you can currently do with lighting in the scene:
-You can adjust lighting graphics, shadows, and quality settings via the OFF / LOW / MED / HIGH button.
-There are up to 10 zones in the apartment, each with its own lighting — available in both solid color and gradient mode.
-Every lighting circuit can be recolored, or set to use auto-gradient mode.
-The pink and blue color theme is part of the RealFeel branding — inspired by real-world LED strips.
-You can adjust the intensity of all lights.
-All lights can be turned on or off using the wall switches.
-You can also enable or disable auto-switching of lights when transitioning between rooms using mocap selections.
- There is portable Light and candles that will every time brink a light to most interesting parts of mocap.
What’s planned for the future:
-RealFeel will soon undergo a complete rebuild from scratch a brand-new scene made better in every way.
-This upgrade is expected to bring dozens, maybe even hundreds of FPS in performance improvements.
-At that point, I’ll decide whether to keep real-time lighting, or bake the lighting into textures in Unity.
I really appreciate your feedback. It's what helps push the scene forward. If you have any more ideas, feel free to share.