~/talk

VR Performance Fundamentals for Quest 3/3S

Talkat GDC 2026 · 2026-03-09..03-13· [game-development, web-performance]
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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 edits to shave 0.14–0.23 ms off common URP shader paths and a contrived shadow case from 4.96 ms to 3.35 ms; use Perfetto trace analysis to find main-thread 3.3 ms sleeps and fix blocking calls; enable fixed foveated rendering, Application SpaceWarp and dynamic resolution to keep at or above 72 fps and under ~70% CPU/80% GPU.

AI-written summary · about

  1. 0:00Introduction
  2. 1:38The Role of Performance in VR
  3. 2:52Establishing Performance Targets and Budgets
  4. 5:56Core Rendering Optimization Techniques
  5. 8:59GPU Performance Profiling and Workflows
  6. 11:40Case Study: Optimizing Unity's Universal Render Pipeline (URP)
  7. 16:01In-Depth Analysis with RenderDoc for Shader Iteration
  8. 30:19CPU Performance Analysis Using Perfetto
  9. 39:48Next-Generation AI-Powered Performance Tools and Assistants
  10. 45:59Developer Ecosystem Updates and Infrastructure Improvements
  11. 48:46Post-Launch Performance Monitoring and Telemetry
  12. 51:33Summary, Best Practices, and Audience Q&A
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