
24 | Configuring for Build | Unity
Checking Optimize Mesh Data may improve rendering performance if there are unused components in your
mesh data.
Configuring Quality Settings
1. Go to the Edit menu and choose Project Settings, then Quality Settings. In the Inspector, set Vsync Count
to Don’t Sync. The TimeWarp rendering performed by the Oculus Mobile SDK already synchronizes with the
display refresh.
Figure 6: Unity Pro 4.5
Note: Antialiasing should not be enabled for the main framebuffer.
2. Antialiasing should be set to Disabled. You may change the camera render texture antiAliasing by modifying
the Eye Texture Antialiasing parameter on OVRManager. The current default is 2x MSAA. Be mindful
of the performance implications. 2x MSAA runs at full speed on chip, but may still increase the number of
tiles for mobile GPUs which use variable bin sizes, so there is some performance cost. 4x MSAA runs at half
speed, and is generally not fast enough unless the scene is very undemanding.
3. Pixel Light Count is another attribute which may significantly impact rendering performance. A model is re-
rendered for each pixel light that affects it. For best performance, set Pixel Light Count to zero. In this case,
vertex lighting will be used for all models depending on the shader(s) used.
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