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Graphics Showcase sample overview

Updated: May 11, 2026

Overview

The Graphics Showcase sample demonstrates Vulkan subpass-based tone mapping, Fixed Foveated Rendering (FFR), MSAA toggling, and per-device pixel density profiles in Config/DefaultEngine.ini and DefaultDeviceProfiles.ini. Runtime controls are available via the right controller (A=tonemap, B=visual modes, Grip=MSAA, Trigger=FFR, Stick Click=headlock). The project uses the Oculus fork of Unreal Engine 5.6.

What you will learn

  • Vulkan subpass tone mapping
  • FFR configuration
  • MSAA toggling
  • Per-device pixel density
  • Post-processing disablement for mobile VR

Requirements

  • Meta Quest device
  • UE 5.6 with Git LFS

Get started

  1. Clone the repository with Git LFS enabled.
  2. Open the project using the Oculus fork of Unreal Engine 5.6.
  3. Deploy to your Meta Quest device.
  4. Use the right controller to toggle rendering features at runtime.

Explore the sample

File / SceneWhat it demonstratesKey concepts
Config/DefaultEngine.ini
Vulkan subpass tone mapping
r.Mobile.TonemapSubpass=1
Config/DefaultDeviceProfiles.ini
Per-device pixel density profiles
Quest 2/Pro/3/3S inheritance chain
Runtime controls
Interactive feature toggling
A=tonemap, B=visual modes, Grip=MSAA, Trigger=FFR

Runtime behavior

Use the right controller to cycle through rendering features:
  • A button — Toggle Vulkan subpass tone mapping
  • B button — Cycle visual modes
  • Grip — Toggle MSAA
  • Trigger — Toggle FFR
  • Stick Click — Toggle headlock mode for profiling

Key concepts

Vulkan subpass tone mapping

Vulkan subpass tone mapping avoids an extra render pass by performing tone mapping within the same subpass as the main render. Enable it with:
r.Mobile.TonemapSubpass=1

Fixed Foveated Rendering

FFR is configured at the High level to reduce pixel shading at the edges of the display where the user is less likely to focus.

Per-device pixel density profiles

Device profiles use an inheritance chain (Quest 2 → Quest 3 → Quest 3S) to set appropriate pixel density values for each device’s GPU capabilities.

Disabled post-processing

For mobile VR performance, the following post-processing effects are disabled: bloom, ambient occlusion, motion blur, lens flare, and screen-space reflections.

Extend the sample

  • Add LUT textures for custom color grading
  • Modify FFR levels to compare performance tradeoffs
  • Profile rendering with headlock mode enabled