Mastering Unity VR Rendering
summary
Unity pipeline guidance for VR with concrete takeaways: target 90 Hz on Rift (recommended spec: GTX 970 / R9 290), use Time Warp and asynchronous space warp (ASW) to hide dropped frames and allow 45 Hz rendering on weaker PCs, keep Gear VR eye-buffer ~1024 and under ~100 draw calls, enable single‑pass stereo, generate mipmaps and use ASTC/ASC compression, prefer baked/specular atlases, use OVR Lint / Oculus Monitor + ETW → GPUView or systrace and vendor GPU debuggers to find CPU vs GPU bottlenecks, and use adaptive pixel density (drop at ~85% GPU).
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chapters (16)
- 0:00Intro
- 3:34VR Basics: Eye Positions
- 5:56VR Basics: Head Tracking
- 10:14VR Basics: Latency
- 12:26VR Basics: Distortion
- 14:19VR Basics: Time Warp
- 16:22Presence: Optical Flow
- 20:32Presence: LOD
- 23:02Targeting Multiple Platforms
- 26:36VR Basics: Hitting Frame Rate
- 28:58VR Basics: Unity's VR API
- 34:56Performance Workflows: Overview • Understand Graphics Work
- 36:14Performance Analysis Tools: Unity Profiler
- 37:17Performance Analysis Tools: ETW+ GPUView
- 42:08Performance Analysis Tools: OVRMonitor
- 43:38Performance Analysis Tools: Systrace
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