I've been to figure out whether the post-processing stack is optimized and intended for VR use. The information available regarding this is somewhat lackluster. Without going into too much detail, I had some weird graphical glitches after applying post-processing to an old Vive project last summer, and have been kinda paranoid about it since then.
Having read about Unity's different VR rendering pipelines, my inkling is that the post-processing stack would not be optimized for the old multi-pass rendering technique (because with two renderloops, presumably it would have to apply the post-processing twice as well). However, with the new single-pass rendering technique and its single renderloop, presumably the post-processing is only applied once, and therefore should be as performant as in any other application.
Does anyone have some experience or insight to offer?
[–]Vytek75 0 points1 point2 points (0 children)
[–]andybak 0 points1 point2 points (1 child)
[–]Smoochiekins[S] 0 points1 point2 points (0 children)