Have been playing with the new 5.1 Unity integrated option for Oculus (VR setting on player settings panel and using a regular camera instead of the last OVR 0.6 package).. and it seems to work pretty seamless. I think I'm noticing a difference between the integrated setup, vs the last OVR 0.6 package, though, in regards to reflections..They seem off a bit in the new integrated version.. rather, they seem 'flat'. I have a simple scene that's something of a 15*15 room with a TV on one side, and a set of picture frames on a wall on the opposite, reflection probe in the middle. Both the TV screen and Pictures have a smoothness of 0.93, fairly reflective. Using OVR 0.6, the reflections in the TV screen and Picture frames (essentially each reflect the opposite side of the room), seem to convey visible room depth, . that is, if looking at the TV screen, you see the picture frames within the reflection in the TV and they 'seem' like they would be about 15 feet separated from the TV. Vice versa when looking into the reflection of the pictures, the reflection of the TV seems to indicate its a distance away.. With the new integrated VR setting in Unity, I do see the respective reflections on each of the TV and the picture frames, but they don't seem to have any depth. They seem like they are sitting on the surface of the object and have more of a transparent, but flat texture look, almost like a shadow, with no reflective room depth.. uggh, hard to describe.. Curious if anyone else has a scene using reflections, and whether they've noticed a difference. I tried modifying some Quality settings to see if any change/fix.. One thing noticed in regards to Antialiasing.. If using OVR 0.6, and any multi-sampling value, the app I build runs fine.. If using the new Integrated VR setting, the app crashes on launch..