From 0 to 90: achieving peak performance in multiplatform VR development
summary
Practical, platform-specific rules: target native VR frame rates (90Hz for Vive/Oculus/Windows MR, 72 for Quest, PSVR 120/90/60 with reprojection) because reprojection and ASW produce visible artifacts; focus on reducing draw calls and overdraw, bake shadows when possible, and keep most rigidbodies asleep. Concrete tools and results: a custom Time Manager replaces co-routines, a rigidbodies awake tool finds costly physics, Unity Profiler plus the frame debugger root-cause 400–600 draw calls on PSVR, Unity Jobs were tested but gave limited wins, and TextMesh Pro is used for performant text.
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chapters (10)
- 0:00Start
- 2:20start by talking about reprojection
- 12:56render textures and multiple cameras
- 15:17avoid calling camera dot render manually in vr
- 16:54optimizing for the worst case physics frames
- 18:58cpu performance
- 20:01simplify your shaders
- 23:54recommend using the timeline option in the unity profile
- 26:19playstation vr
- 26:37control the number of active audio effects playing at any one time








