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.
We're no longer accepting submission of 32-bit Oculus Quest apps. Any new or updated Oculus Quest application needs to be 64-bit. Please contact Oculus if you are unable to comply with this policy. Oculus Go and Gear VR apps will not be affected by this change.
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.
When you enable Multi-View, you should also enable Mobile Multi-View Direct. Mobile Multi-View Direct reduces the number of full-screen copies that must be rendered. In most cases, it provides a substantial reduction in GPU overhead. Using Multi-View without the direct option is not guaranteed to work properly, and is not supported.
Open Edit > Project Settings > Engine > Rendering.
In the VR section, enable Mobile Multi-View and Mobile Multi-View Direct.
The following image shows an example.
