Runtime Optimizer Part 2 - GPU Textures and Mixed Reality | Performance Series
In Part 2 of our technical deep dive, Meta software engineers Jay Hsia and Nico Lopez move from high-level profiling into real GPU problem solving for mixed reality on Meta Quest. Youβll see how they use the Runtime Optimizer to study Passthrough projects and large texture collections, then turn that data into shader changes and day-to-day profiling routines that keep performance predictable.
π‘After viewing this session, youβll understand how to:
- Configure Runtime Optimizer experiments for Passthrough and mixed reality projects.
- Choose between Texture 2D Array and atlases for large texture sets.
- Stream high resolution textures in smaller chunks.
- Move UV work into the vertex shader and add profiler markers.
π¬ CHAPTERS
π INTRODUCTION
π 00:00 - Welcome & Agenda Overview
π οΈ DEBUGGING & MIXED REALITY
π 03:19 - Profiling Passthrough & Mixed Reality
π 06:24 - Texture Arrays vs. Texture Atlases π¨ Shader & Code Optimization
π 12:52 - Fixing Texture Fetch Stalls (Vertex Shaders)
π 16:52 - Best Practices for Profiler Markers
β FINAL THOUGHTS
π 20:20 - Recap & Next Steps
π OPTIMIZATION EXAMPLES REFERENCED IN THIS VIDEO
π Meta Quest Runtime Optimizer Docs: https://developers.meta.com/horizon/documentation/unity/unity-quest-runtime-optimizer/
π Unity Profiler Documentation: https://docs.unity3d.com/Manual/Profiler.html
π RESOURCES
β‘οΈ Developers Blog: https://developers.meta.com/resources/blog/
β‘οΈ Meta Quest Developer Hub: https://developers.meta.com/horizon/documentation/unity/ts-mqdh/
π CONNECT WITH US
β‘οΈ Sign up to get the latest news from Meta Horizon: https://developers.meta.com/horizon/newsletter
π‘ LEARN ABOUT THE META HORIZON START PROGRAM
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