Version: Unity 7.0 Alpha (7000.0)
Language : English
Run an XR application
Universal Render Pipeline compatibility in XR reference

XR graphics

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 reference Understand which Universal Render Pipeline features are compatible with XR platforms.
Stereo rendering Understand stereo rendering for XR platforms.
Foveated rendering Improve 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 Regions Understand the Multiview Render Regions feature for XR devices.
Virtual reality frame timing Learn about VR frame timing.
Optimize for untethered XR devices in URP workflow Optimize graphics performance for untethered extended reality (XR) devices in Universal Render Pipeline (URP) projects.
Resolution control in XR projects Understand how to control the resolution in your untethered XR project.
Tile-based rendering in XR Understand on-tile rendering in XR.
Configure shader optimizations for Meta Quest Configure additional shader optimizations to improve graphics performance on Meta Quest.
Run an XR application
Universal Render Pipeline compatibility in XR reference
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