Optimizing your mobile VR game
summary
Practical Unity advice for Oculus Quest development: target 72 FPS, avoid photorealism, use the Universal Render Pipeline and a “potato” render asset (HDR off, shadows minimal), bake static lighting and use occlusion culling, combine meshes and texture atlases to stay under the ~100,000-vertex cost, toggle GPU instancing carefully, and profile with the Unity profiler and frame debugger. Tricks that work: a line renderer bloom for static neon, LUT color lookup instead of postprocess passes, and ECS/Burst for multithreading; a test with 10,000 cubes -> 30 FPS shows the limits.
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chapters (15)
- 0:00Mobile VR game optimization
- 1:07Performance challenges in VR
- 2:33Choosing art style for VR
- 4:42Avoiding post-processing in VR
- 8:32Unity project settings for performance
- 11:00Optimizing meshes and textures
- 12:45Baking lighting for static geometry
- 13:30Occlusion culling in Unity
- 15:42Final optimization steps
- 16:44Profiling tools for VR performance
- 18:29Multithreading with ECS and Burst
- 20:16Quest rendering optimizations
- 20:57Quest vs flagship phone performance
- 21:40Mesh merging vs occlusion culling
- 22:48Closing remarks and Q&A
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