| Topic | Description |
|---|---|
Provides an overview of various mobile GPU rendering architectures across OpenGL and Vulkan, how to configure and profile them properly, and how Fixed Foveated Rendering (FFR) works with those architectures. | |
Provides information on how early art and design decisions can impact downstream performance issues. | |
Describes available methods to report a whole frame’s GPU performance when profiling and optimizing an app. | |
Describes a basic optimization workflow that uses profiling to help identify bottlenecks and issues with development builds of apps. | |
Describes how to boost CPU and GPU levels on Meta Quest. | |
Describes memory limits in Horizon OS, and how to identify when your app goes over them. | |
Describes special engine performance improvements in the Oculus-VR Fork of Unreal Engine. | |
Walks through several key usage scenarios with RenderDoc Meta Fork that can be used to make optimizations to your app. | |
Focuses on easily identifiable rendering patterns that can help point towards optimization opportunities on both the render thread and GPU. |