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XR graphics

XR-specific graphics topics.
Read time 1 minuteLast updated 13 days ago

Graphics and rendering in an XR app follow the same principles as they do in any Unity application, with some differences arising from the need for stereo rendering and increased efficiency.
XR apps generally require very high and consistent frame rates for user comfort. At the same time, rendering in stereo means that every visible object must be drawn twice from different perspectives. Techniques like single-pass rendering can improve rendering efficiency by reducing the duplication of effort, but also require changes to shader code.

Topic

Description

Universal Render Pipeline compatibility in XR referenceUnderstand which Universal Render Pipeline features are compatible with XR platforms.
Stereo renderingUnderstand stereo rendering for XR platforms.
Foveated renderingImprove XR rendering performance by rendering the periphery of the user's vision at a lower resolution, either at a constant level or one that the device varies at runtime.
Multiview Render RegionsUnderstand the Multiview Render Regions feature for XR devices.
Virtual reality frame timingLearn about VR frame timing.
Optimize for untethered XR devices in URP workflowOptimize graphics performance for untethered extended reality (XR) devices in Universal Render Pipeline (URP) projects.
Resolution control in XR projectsUnderstand how to control the resolution in your untethered XR project.
Tile-based rendering in XRUnderstand on-tile rendering in XR.
Configure shader optimizations for Meta QuestConfigure additional shader optimizations to improve graphics performance on Meta Quest.