Sorry. Not sure what the correct name is but I was referring to the best pipeline for Unity which may or may not still be called the Lightweight Render Pipeline. Is anyone using that for Quest?
I've been using LWRP, now URP for fair while on Quest and I've been happy with the performance so far (profiling, I'm able to hit 70fps ok with the content I'm building). I currently have a separate render pipeline asset configured for Quest vs PC to tune it a little.
I'm using URP (upgraded from OG LWRP) and getting ~400k tris through it at steady 72fps. Had to optimize quite a bit, but pretty impressive. Some of the shaders on the avatars/controllers weren't supported so you might have to upgrade those yourself.
I've been using LWRP, now URP for fair while on Quest and I've been happy with the performance so far (profiling, I'm able to hit 70fps ok with the content I'm building). I currently have a separate render pipeline asset configured for Quest vs PC to tune it a little.
Thanks. I'm going branch and upgrade from legacy to URP and see how it goes.
I'm using URP (upgraded from OG LWRP) and getting ~400k tris through it at steady 72fps. Had to optimize quite a bit, but pretty impressive. Some of the shaders on the avatars/controllers weren't supported so you might have to upgrade those yourself.
> ~400k tris through it at steady 72fps.
WOW! I'm been budgeting for ~50K and trying to limit the number of materials and textures.
Any chance you can, in general terms, talk about what you're optimized?
I'm using URP (upgraded from OG LWRP) and getting ~400k tris through it at steady 72fps. Had to optimize quite a bit, but pretty impressive. Some of the shaders on the avatars/controllers weren't supported so you might have to upgrade those yourself.