Cristiano Ferreira, a developer relations engineer on the Oculus developer relations team, has been writing a series of blog posts on how to optimize your Oculus Quest applications using RenderDoc. In the third blog post, he explores how to render efficiently, including validating CPU and GPU rendering methods. He covers several topics, including validating multi-pass vs instanced stereo rendering, validating no use of temporary buffers, validating shadow casters/receivers/cascades and shadow map resolutions, validating GPU instancing, validating render queues and z-sorting, and validating texture formats and resolutions.
The blog post provides detailed explanations and examples for each topic, along with screenshots from RenderDoc to illustrate the concepts. Ferreira emphasizes the importance of optimizing performance on the Oculus Quest, especially considering its high-resolution panel and the need to render for both eyes. He also recommends using tools like RenderDoc to validate and optimize your applications.