All Oculus Quest developers MUST PASS the concept review prior to gaining publishing access to the Quest Store and additional resources. Submit a concept document for review as early in your Quest application development cycle as possible. For additional information and context, please see Submitting Your App to the Oculus Quest Store.
This section provides an overview of the workflows that you should follow when isolating and analyzing VR performance issues.
Follow these workflows:
IF rendering time is excessive THEN * Check if batches > 1000 * Check if triangles/vertices > 1,000,000 * Check if SetPass calls > 1000
IF the hierarchy view uses excessive time THEN* Look for a single object that takes 8 ms or more to render * Check to see if the CPU is stalled waiting on the GPU to complete tasks * Check if mesh rendering is too complex * Check to see if shadows are too complex * Check to see if VSync points arrive before the frames are fully rendered * Check the timeline view to see if there are scheduling bubbles
Analyze Call Hierarchy
Analyze Queuing and System-Level Contention
Note: GPU packets represent indivisible units of GPU work. Command packets represent indivisible packets of CPU work. And fences represent barriers that cannot be passed until the previous work is completed.
The tutorial at the end of this guide provides detailed guidance for using WPA and GPUView.
For some more tips, see these slides from the 2015 Unity Unite conference: https://imgur.com/a/SVs3I.