VR Optimizations in Unity – Single Pass Stereo
Introduction Stereoscopic 3D in VR works by rendering the scene twice; once with the camera on the left eye, and once on the right. This means that in order to produce a 3D effect, the scene has to be rendered twice – the draw calls for each frame doubles. This is why most games and applications will experience a significantly lower framerate in VR. The only difference between the left and right image is the slight shift in perspective. Culling and shadow computation for the game objects are identical in both, and can be optimized by drawing them in the same draw call. This way we can significantly improve the performance of VR applications. ...