Graphics Showcase sample overview
Updated: May 11, 2026
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.
- Vulkan subpass tone mapping
- FFR configuration
- MSAA toggling
- Per-device pixel density
- Post-processing disablement for mobile VR
- Meta Quest device
- UE 5.6 with Git LFS
- Clone the repository with Git LFS enabled.
- Open the project using the Oculus fork of Unreal Engine 5.6.
- Deploy to your Meta Quest device.
- Use the right controller to toggle rendering features at runtime.
| File / Scene | What it demonstrates | Key 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 |
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
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
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.
For mobile VR performance, the following post-processing effects are disabled: bloom, ambient occlusion, motion blur, lens flare, and screen-space reflections.
- Add LUT textures for custom color grading
- Modify FFR levels to compare performance tradeoffs
- Profile rendering with headlock mode enabled