Thanks for doing all this research and putting it in a video. It was very easy to follow along and check all the same boxes. Time to make a build and see how it runs!
Brilliant stuff - been going through optimization stuff over the past few days for my quest 2 project and this is just super useful. Keep up the good work
I'm concerned about using URP in a Quest... I have a project that requires URP for a specific shader. Thing is, it's also not a very graphically intense project. It's just a 2D game that gets displayed on a plane in VR with render textures. So there's like almost no polygons and almost no drawcalls, I figure it should be basically fine.
Solid question! I had to look some things up, but hopefully have an answer. You can use PowerVR compression, but it's not officially supported by the Meta Quest 2, so it would limit deploying to that device. PowerVR compression has also been shown to produce artifacts/distortions depending on what texture is being compressed. A bonus of PowerVR is that it's useful when targeting older devices, since ASTC is typically only supported on newer devices. Cheers!!
hello thank you for the video !. I set up everything you said in the video it works well. But in build the rendering is totally different from play mode. You know why?
hey i got a problem with the only 1 pixel light count since my game is set in a store with mutliple lights on the roof, so what do i do cus if its set to one then i only have the sun's light outside.
That's a pretty big jump in fps! You're also 100% correct. I think Meta's suggestion for linear colorspace is to strike the balance between performance and quality, but I might have to pin a comment mentioning this. Thanks for this comment!
Does anyone know if any of these settings or helpful or applicable when creating world for VR chat? I don’t know how much freedom you have to change rendering setting or if all of this stuff is set up by default anyways.
That sounds like a unity Post Processing issue. If you build without PP active does it go away? I use Beautify for VR post processing and it seems to work better than unitys built in stack.