Unity OVROverlayCanvas appears as zoomed in when using Dynamic Resolution
We are trying to optimize our game using Dynamic Resolution. We followed this document: Dynamic Resolution: Unity | Oculus Developers When we were trying to fix the last known issues in the document (Additional RP when scaling != 1), we found that all the OVROverlayCanvas were broken showing larger images and texts as if they were zoomed in. Had anybody met the same problems with us? Are there any solutions for it? Unity Version: 2021.3.32f1 Core SDK Version: 62.0.0539Views0likes0CommentsMeta theme environment scene example?
I would be happy to take a sneaky look at the home scenes from Meta to understand how the hell they reach 72 fps with that level of detail 🙂 I can't get more than 40fps on a yet optimized simple scene of my own, whatever I use (baked lightmap only, mixed lights, no shadows, 1 merged mesh only with only a 2048 px packed tex without normals neither height... Well I just get 72 fps with an empty scene, that's freaking me.844Views0likes1CommentAny courses for Oculus Quest optimization in Unity?
I was just curious if there were any courses anyone has come across which focus on optimizing your Unity scene for Oculus? I'm new to the VR space and working on a VR meeting room project for work. We tend to rapidly develop ideas for our demos, so my current scene is a merger of scripts I have written and models I've made to ones we have purchased on the asset store. I recently came across RenderDoc in my research and am amazed at what I can do, however after looking at a frame capture, I'm finding that I have much to learn in this space and would love to find an organized course or book that can take me through what a professional that is optimizing a scene for the quest would go through. I will be reading through the RenderDoc documentation now, but thought I would post here as well to see if anyone had come across anything they'd recommend (paid or free). Any info would be great. Thanks!435Views0likes0Comments