Best Practices for VR Development - "eye-render buffer resolution" & gearVR — Oculus
Welcome to the Oculus Developer Forums!

Your participation on the forum is subject to the Oculus Code of Conduct.

In general, please be respectful and kind. If you violate the Oculus Code of Conduct, your access to the developer forums may be revoked at the discretion of Oculus staff.

Best Practices for VR Development - "eye-render buffer resolution" & gearVR

FurGamFurGam Posts: 3
NerveGear

Hello,

From the Best Practices for VR Development sticky the following is stated:

Optimization

* Decrease eye-render buffer resolution to save video memory and increase frame rate
* Although dropping display resolution can seem like a good method for improving performance, the resulting benefit comes primarily from its effect on eye-render buffer resolution. Dropping the eye-render buffer resolution while maintaining display resolution can improve performance with less of an effect on visual quality than doing both.

1. How is "eye-render buffer resolution" adjusted in Unity (we are running 5.6.1) these days?

2. Working with gearVR. Do these best practices also apply to gearVR?

3. Are there any additional recommendations using gearVR/mobile?

Thanks
Sign In or Register to comment.