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What is this?
These are the recommended Unity3D settings when making Oculus mobile (Quest, Go, etc.) games.
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Where do these come from?
The Oculus blog: Mobile VR Settings
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Where can I learn more?
Check out my youtube channel at sharkjets.com
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Audio
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DSP Buffer Size: Good Latency
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Spatializer Plugin: OculusSpatializer
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Quality:
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Quality Level for Android: Simple/Medium only
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Pixel Light Count: 1
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Anisotropic Textures: Disabled
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Anti Aliasing: 4x Multi Sampling
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Shadows: Hard Shadows Only
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Blend (Skin) Weights: 2 Bones (or less) B
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VSync Count: Don't Sync
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Graphics:
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(Change these to match on all tiers)
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Standard Shader Quality: Low
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Rendering Path: Forward
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Realtime Global Illumination CPU Usage: Low
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Resolution & Presentation:
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Use 32-bit Display Buffer: checked
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Disable Depth and Stencil: unchecked
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Other Settings:
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Color Space: Linear
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Auto Graphics API: uncheck
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Graphics API: OpenGLES3
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Static Batching: checked
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Dynamic Batching: checked
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GPU Skinning: checked
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Graphics Jobs: unchecked
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Scripting Backend: IL2CPP
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Prebake Collision Meshes: checked
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Keep Loaded Shaders Alive: checked
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Optimize Mesh Data: checked
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*Multithreaded Rendering: checked
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*Enable Internal Profiler: checked
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XR Settings
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Virtual Reality Supported: checked
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Stereo Rendering Mode: Single Pass
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