GDC 2026
who it's for
vr developers, xr developers, game designers, liveops managers, analytics engineers, community managers
topics
Quest 3/3S performance tuning; OVR Metrics Tool triage; RenderDoc shader edits; Perfetto trace analysis; fixed foveated rendering; Application SpaceWarp usage; Meta passthrough depth API; scene understanding and MRUK; Horizon Store discovery signals; Unity AI Gateway and agentic workflows
| title | author | length |
|---|---|---|
| VR Performance Fundamentals for Quest 3/3S | David Borel, NEEL BEDEKAR | 01h 01m |
Practical how-to for hitting Quest 3/3S frame targets with concrete wins and workflows: use OVR Metrics Tool for coarse triage, then dive into RenderDoc shader… | ||
| Designing for the Living Room: The Spatial Architecture of Mixed Reality | Doug Northcook | 39m |
Creature describes how its team ships a playable Starship Home that runs real-time on Quest hardware using Meta's passthrough, depth API, Movement SDK, MRUK… | ||
| We Built the Wrong Games First: Failing Forward to 'UG', VR's Fastest-Growing Game | Spencer Cook, Michael Murdock, Kyle Sills | 30m |
UG launches as a free-to-play social VR playground built around dinosaur riding and simple movement systems, with 7-day retention above 70%, 65 minutes average… | ||
| VR LiveOps: Sustaining Player Engagement & Monetization | Patricia Wayne, David Yee | 01h 01m |
Meta Quest IAP revenue grows 13% year over year and case studies show big wins: Ug earns $8M in four months, Vail’s new mode lifts revenue 205%, and Gorilla… | ||
| Discovery Decoded: Your Guide to the Meta Horizon Store | Mahncy Mehrotra | 33m |
Explains how discovery actually works on Meta Quest: automated ranking prioritizes relevance and engagement (signals include query match, past behavior… | ||
| The Data Driven Advantage: Optimizing VR Games with Analytics | Chong Ahn | 24m |
Workshop shows which exact metrics move retention and what was changed to prove it For a VR extraction shooter the key findings are concrete: 15% first‑session… | ||
| Designing Hands-First Games: A VR Developer's Guide to Getting It Right | Colin Robinson, Samuel Metters | 56m |
Hand tracking is now used by 50% of Quest 3 users monthly and claims about when to pick hands are concrete: controllers give near 100% input reliability versus… | ||
| VR 401: Accelerating Quest Development with Agentic Workflows | Dilmer Valecillos, Joseph Carroll, Zac Bowling, Mike Geig | 01h 00m |
The session demos a practical toolchain: a CLI-based Horizon Debug Bridge (HCDB) and Horizon OS Developer MCP for device control, a Unity AI Assistant plus AI… | ||
| VR 201: Essential Tools to Power Your Quest Development | Mike Lamprinos, Kirk Barker, Alexandre Thivierge | 47m |
Meta outlines concrete dev wins: building blocks and a Project Setup Tool are credited on four of five top launches, the Meta asset library offers 1.5 million… | ||
| The State of the VR Ecosystem: Building a Sustainable Future | Chris Pruett | 01h 03m |
2025 sees more active Quest users than any year before, store payouts tick up slightly, premium apps still dominate while in‑app purchases grow >10% and over… | ||
| nothing matches | ||