[kofi]
Meta announced on the 1st of June that our existing and future Quest hardware will get huge performance updates.
Starting with Oculus Integration v55, all developers can access these new performance optimizations for Quest 2 and Quest Pro:
- CPU: Up-to 26% performance increase on Quest 2 and Quest Pro
- GPU: Up-to 19% speed increase on Quest 2 and 11% on Quest Pro
These improvements give you more headroom to deliver a smooth, responsive, and rich experience for your users.
Starting today, you can also optimize your experiences on Quest 2 and Quest Pro with Dynamic Resolution Scaling. This feature maintains the frame rate of your app while rendering at an optimal resolution, automatically adjusting the resolution during heavy GPU work and increasing image quality when possible.
You can use Dynamic Resolution Scaling to achieve optimizations like Dynamic Foveated Rendering (both Fixed Foveated Rendering (FFR) or Eye Tracked Foveated Rendering (ETFR)), in which the runtime will try to increase the foveated rendering level first before starting to scale the resolution down if the GPU utilization gets too high.
To get started with Dynamic Resolution Scaling, check out our documentation (Unity or Unreal).
Check out Meta’s announcement yourself here.
Additonally, to deliver smoother gameplay at higher resolutions regardless of what Quest headset your audience is using, Meta recommends that most experiences leverage Dynamic Resolution Scaling. This optimization requires minimal effort to set up and can automatically provide a substantial boost in visual quality on all supported headsets.
Did you know that Meta is open-sourcing many of their template projects?
For a few months now, Meta is open sourcing incredible apps that teach you how to use Scene API, Interaction SDK, Passthrough, Spatial Anchors, Shared Spatial Anchors, Hand Tracking and more.
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