Thanks for doing all this research and putting it in a video. It was very easy to follow along and check all the same boxes. Time to make a build and see how it runs!
Brilliant stuff - been going through optimization stuff over the past few days for my quest 2 project and this is just super useful. Keep up the good work
I'm concerned about using URP in a Quest... I have a project that requires URP for a specific shader. Thing is, it's also not a very graphically intense project. It's just a 2D game that gets displayed on a plane in VR with render textures. So there's like almost no polygons and almost no drawcalls, I figure it should be basically fine.
hello thank you for the video !. I set up everything you said in the video it works well. But in build the rendering is totally different from play mode. You know why?
Solid question! I had to look some things up, but hopefully have an answer. You can use PowerVR compression, but it's not officially supported by the Meta Quest 2, so it would limit deploying to that device. PowerVR compression has also been shown to produce artifacts/distortions depending on what texture is being compressed. A bonus of PowerVR is that it's useful when targeting older devices, since ASTC is typically only supported on newer devices. Cheers!!
hey i got a problem with the only 1 pixel light count since my game is set in a store with mutliple lights on the roof, so what do i do cus if its set to one then i only have the sun's light outside.
That's a pretty big jump in fps! You're also 100% correct. I think Meta's suggestion for linear colorspace is to strike the balance between performance and quality, but I might have to pin a comment mentioning this. Thanks for this comment!
Does anyone know if any of these settings or helpful or applicable when creating world for VR chat? I don’t know how much freedom you have to change rendering setting or if all of this stuff is set up by default anyways.
That sounds like a unity Post Processing issue. If you build without PP active does it go away? I use Beautify for VR post processing and it seems to work better than unitys built in stack.
You’ve been going crazy with the vr optimization uploads, keep going ima need all this once I’m done with the map I’m working on
Exploring optimization has been a ton of fun! Happy to hear you're finding them useful. 🍤 🦐
Thanks for doing all this research and putting it in a video. It was very easy to follow along and check all the same boxes. Time to make a build and see how it runs!
Thanks for this comment. It definitely takes a bit to put it all together and research these videos, but it's worth it if it helps yall out!
Brilliant stuff - been going through optimization stuff over the past few days for my quest 2 project and this is just super useful. Keep up the good work
Cheers! Always happy to help. 🍤
@@FistFullofShrimp hi I done all the settings but on quest 2 comes up as small and not big window
thank you soooo much!!! for that i will not skip your adds in return!! :)
Thanks for the tutorial videso, they are great!
Would you mind doing the same series with Unity 2022?
Thank you. Lots of things changed since 6 months ago. May you update this video for URP?
Currently updating a ton of old content as we speak! Woo-hoo 2022 LTS!!
Thank you for another cool video!!! Please, do more!!!
Glad you liked it! 🍤
I'm concerned about using URP in a Quest... I have a project that requires URP for a specific shader. Thing is, it's also not a very graphically intense project. It's just a 2D game that gets displayed on a plane in VR with render textures. So there's like almost no polygons and almost no drawcalls, I figure it should be basically fine.
Hey. Where can I find this Headset Chart list from the beginning?
muchas gracias, me salvaste la vida
Gracias por ver!!
hello thank you for the video !. I set up everything you said in the video it works well. But in build the rendering is totally different from play mode. You know why?
have you found a solution please?
hi,
i can't see canvas or anyother ui elements in my game, can you please help?
I can't see ui buttons in my unity meta quest 2 game
Hello, thank you always,
1 qeustion,
In texture compression i can see 'powerVR' what about this, intead of ASTC?
Solid question! I had to look some things up, but hopefully have an answer. You can use PowerVR compression, but it's not officially supported by the Meta Quest 2, so it would limit deploying to that device. PowerVR compression has also been shown to produce artifacts/distortions depending on what texture is being compressed. A bonus of PowerVR is that it's useful when targeting older devices, since ASTC is typically only supported on newer devices. Cheers!!
@@FistFullofShrimp Thank you sir!
how do you fix urp build everything is pink but its not in the scene view?
thx
Thx
hey i got a problem with the only 1 pixel light count since my game is set in a store with mutliple lights on the roof, so what do i do cus if its set to one then i only have the sun's light outside.
please teach us how to add a iap button and how to create everything needed to press it like a line pointer thing.
XD i was looking for this video to optimize my gtag fan game too lol since i see ur making one
B-bbut linear colorspace runs worse on android/quest 2! Switching to gamma is like +20fps in my project (which is targeting 120hz)
That's a pretty big jump in fps! You're also 100% correct. I think Meta's suggestion for linear colorspace is to strike the balance between performance and quality, but I might have to pin a comment mentioning this. Thanks for this comment!
Why are you stuttering in a youtube comment?
Does anyone know if any of these settings or helpful or applicable when creating world for VR chat? I don’t know how much freedom you have to change rendering setting or if all of this stuff is set up by default anyways.
Its really good for VR chat, I recommend watching his whole series its a lot of help.
Great video! You sound so handsome!
You know, my mother always said I had a face radio!
When i do all of this stuff and i build my game, i can only see out of one eye and the left eye is white, what do i do?
That sounds like a unity Post Processing issue. If you build without PP active does it go away?
I use Beautify for VR post processing and it seems to work better than unitys built in stack.
@@DextraVisual im having the same issue, when i deactivate post processing it still has the left eye white.
does this work on Quest Pro?