MultiHub Forum

Full Version: What are the most effective Unity optimizations to hit 90Hz on Quest 3 VR?
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
I'm developing a VR game in Unity targeting the Meta Quest 3 as a standalone platform, and I'm hitting a major wall trying to maintain a stable 90hz framerate in more complex scenes. My performance profiler shows the main bottlenecks are in GPU fill rate and CPU draw calls, but I'm struggling to find the right balance of optimizations without making the visuals look too simplistic. For developers who have shipped performant VR titles, what were your most effective strategies for VR game performance optimization on mobile hardware? Specifically, how aggressive were you with texture atlasing, level of detail systems, and dynamic resolution, and what Unity render pipeline settings or shader optimizations yielded the biggest gains? How did you approach culling and batching for a dual-rendered environment, and are there any Quest-specific tricks or tools you found indispensable?