Rendering on Quest

I think it's impossible to learn everything there is to know about rendering; certainly that state couldn't be achieved for a long time given how many things evolve at the same time and how deep one can go on any one area or platform. I've been spending a fair amount of time working on rendering systems on Meta Quest devices over the last year and change. Consolidating some of this seems like it might be a useful resource for others (including future me), and so here we go.

In fact, this subject is so interesting, I'm willing to throw in some graphics. Very apropos.

Basics

Android Rendering

Android graphics components

GPU Specifics

Rendering Specifics

OK, let's talk about ways to organize passes first. The Unity package actually lays out reasonable simple options across Rift and Quest.

Speaking of which Unity VR Optimization : Quest 2 Settings is a decent walk-through of settings to apply to a Unity project to tune it for Quest. Be sure to take a look at the top comments for a discussion of Linear vs Gamma colorspace.

Now, let's talk a bit more about the passes themselves. Again, people write a lot about Unity, so it's simple to find resources.

Quest Specifics

Consider this a snapshot - these resources will evolve over time at my rendering wiki page.

Happy rendering!

Tags:  graphics

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