If you're using an oculus package that is pre new XR Plugin Management System, then there's also OVRPlugin.occlusionMesh = true . I've forced this to enable and XRSettings.useOcclusionMesh too but i am not sure it's really doing that much, as OVRPlugin.occlusionMesh is set to false automatically after. I also added a Debug.Log to XRUtils.cs (in Universal Render Pipeline package) where the draw occluion mesh function of XR resides, and apparently it is at least issuing the draw command.But i can't find any evidence in Render Doc that the occlusion mesh is actually drawn.
This has been resolved ! can't post the link to the unity forum but this is the gist of it Quote: I was informed, by Oculus, that Occlusion Mesh is not (at least currently) supported on Quest. Using Fixed Foveated Rendering should be a comparable performance boost.