Our GodotCon Boston talk is now up as a blog post: how we doubled Vulkan frame rates on the Quest 3 Years of rendering work for Meta and Google, contributed upstream to Godot. Foveated rendering, multi-threaded rendering, spec constants, FP16, & content tips you can use today tinyurl.com/fdhn437u
Where Every Millisecond Counts: Optimizing Godot for Standalone XR
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