Additional Resources
OCULUS RIFT DOCUMENTATION
This topic is about Oculus Rift development with PC SDK. To learn about performance optimization for Meta Quest apps, see one of the following topics based on your development platform: This section provides links to additional resources that you can consult for more information about VR application optimization issues.
For more information about creating high performance VR applications, please see the following:
- All sections under Optimizing Your Application.
- The Rift documentation for Asynchronous SpaceWarp.
- Squeezing Performance out of your Unity Gear VR Game (Blog article, posted by Chris Pruett)
- Squeezing Performance out of your Unity Gear VR Game, Continued (Blog article, posted by Chris Pruett)
- For an in-depth look at VR graphics optimization issues, and a close look at how to use GPUView to analyze ETW traces, see Chapter 2. Understanding, Measuring, and Analyzing VR Graphics Performance (by James Hughes, Reza Nourai, and Ed Hutchins) in the book GPU Zen: Advanced Rendering Techniques (Wolfgang Engel, ed): https://www.amazon.com/GPU-Zen-Advanced-Rendering-Techniques-ebook/dp/B0711SD1DW
- For a description of anti-aliasing techniques from John Carmack, see this post.
- Also see the video Understanding VR Performance (David Borel, speaking at Unite 2016): https://www.youtube.com/watch?v=kGCS8LqXJ4o