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Showcase Rendering Bloom at 72fps on the Oculus Quest 2

Discussion in 'Universal Render Pipeline' started by RyanKeable, Oct 8, 2021.

  1. RyanKeable

    RyanKeable

    Joined:
    Oct 16, 2013
    Posts:
    62
    Hey everyone,

    Last year I went down a rabbit hole trying to implement bloom in our VR Game, Shooty Skies Overdrive. I knew nothing about writng my own post fx or really how to solve the performance and hardware issues so it was a difficult job. Many times I tried to find useful forum posts on the subject but did not have a whole lot of luck, just a lot of other users posing the same question haha.

    Anyway, we released an update in August that upgraded our visuals for the Oculus Quest 2 hardware and we were able to add bloom and colour grading while running at 72fps. We also run at 90fps without bloom (but with some super sampling - its very nice too!)

    Anyway here is a breakdown of how I got bloom working using Unity's Scriptable Renderer that hopefully answers the same questions I had last year for anyone else.

    Also if there is any feedback on what I may have got incorrect or slightly misguided, that would be great as I am still learning so much about rendering.

    Cheers!
     
  2. BovenTan

    BovenTan

    Joined:
    Apr 6, 2023
    Posts:
    1
    Thanks for sharing! Gonna try follow it for our game!