XR Graphics in Unity: Maximizing Your Game's Potential
summary
Unity outlines two concrete performance tools: render viewport scale renders a smaller portion of each eye (a 0.5 scale halves width and height, so 1/4 the pixels) and uses TryGetGPUTimeLastFrame plus a discrete scale table to hit a 11 ms frame budget for 90 Hz; it avoids texture reallocations and requires declaring an SG float and using TransformTex for fullscreen post effects. single pass stereo halves CPU draw work (measured ~11.94 ms → 7.3 ms, ~39% CPU win) by sharing culling/shadows and using double‑wide targets or texture arrays, but shaders must use view‑indexed constants (unity_ObjectToClipPos / unity_StereoEyeIndex) and helper macros.
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chapters (10)
- 0:00Intro
- 0:25Presentation Overview
- 2:06Rendering Secrets
- 9:30Single Pass Stereo
- 12:44Why Single Pass
- 12:59Shared State
- 14:33Rendering Targets
- 15:44Double Wide
- 17:30Screen Space
- 18:52QA
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