Multi-View is an advanced rendering feature for Android based Oculus platforms. If your application is CPU-bound, we strongly recommend using Multi-View to improve performance.
In typical stereo rendering, each eye buffer must be rendered in sequence, doubling application and driver overhead. When Multi-View is enabled, objects are rendered once to the left eye buffer, then duplicated to the right buffer automatically with appropriate modifications for vertex position and view-dependent variables such as reflection.
Although Multi-View can substantially reduce CPU overhead, keep in mind that applications submitted to the Oculus Store must maintain minimum frame rate per our requirements, even on devices that do not support Multi-View.
The OpenGL and Vulkan APIs support multi-view rendering.
Open Edit > Project Settings > Engine > Rendering. In the VR section, enable Mobile Multi-View and Mobile Multi-View Direct :
Note: The Mobile Multi-View Direct option reduces the number of full-screen copies that must be rendered. In most cases, it provides a substantial reduction in GPU overhead. If you plan to use Multi-View, it is strongly recommended that you use Mobile Multi-View Direct. Using Multi-View without the direct option is not guaranteed to work properly, and is not supported.
For Exynos devices, verify that Support OpenGL ES2 is checked in the Build section in Platforms > Android, and that Support OpenGL ES3 is not selected.
When Multi-View is enabled, the console output, such as debug messages and stat command output, cannot be displayed directly on the screen. To address this, select the checkbox “Debug Canvas in Layer” to display the output in a cylindrical layer around the player. This improves the non-Multi-View experience too, but is required for Multi-View