Best Practices for Rift and Gear VR
This section describes performance targets and offers recommendations for developers.
General Best Practices
- Use trilinear or anisotropic filtering on textures. See Textures in the Unity Manual for more information.
- Use mesh-based occlusion culling (see Occlusion Culling in the Unity Manual).
- Always use the Forward Rendering path (see Forward Rendering Path Details in the Unity Manual).
- Enable Use Recommended MSAA Levels in OVRManager (see OVRManager for more information).
- Watch for excessive texture resolution after LOD bias (greater than 4k by 4k on PC, greater than 2k by 2k on mobile).
- Verify that non-static objects with colliders are not missing rigidbodies in themselves or in the parent chain.
- Avoid inefficient effects such as SSAO, motion blur, global fog, parallax mapping.
- Avoid slow physics settings such as Sleep Threshold values of less than 0.005, Default Contact Offset values of less than 0.01, or Solver Iteration Count settings greater than 6.
- Avoid excessive use of multipass shaders (e.g., legacy specular).
- Avoid large textures or using a lot of prefabs in startup scenes (for bootstrap optimization). When using large textures, compress them when possible.
- Avoid realtime global illumination.
- Disable shadows when approaching the geometry or draw call limits.
- Avoid excessive pixel lights (>1 on Gear VR; >3 on Rift).
- Avoid excessive render scale (>1.2).
- Avoid excessive shader passes (>2).
- Be cautious using Unity WWW and avoid for large file downloads. It may be acceptable for very small files.