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    Multiview Render Regions

    The Multiview Render Regions feature is an optimization technique that prevents processing on areas of the screen that are not visible to the user.

    For a detailed explanation of Multiview Render Regions, refer to Multiview Render Regions in the Unity Manual.

    Prerequisites

    To enable Multiview Render Regions, your project must meet the following requirements:

    • Unity 6.1 or newer.
    • All Passes mode is only available in Unity 6.2 or newer.
    • Use the Vulkan API. This feature isn't available on other graphics APIs. To understand how to choose your graphics API, refer to Configure graphics APIs.

    Enable Multiview Render Regions

    To enable the Multiview Render Regions feature:

    1. Open the OpenXR section of XR Plug-in Management (menu: Edit > Project Settings > XR Plug-in Management > OpenXR).
    2. Under All Features, enable Meta Quest Support.
    3. Use the Gear icon to open Meta Quest Support settings.
    4. Under Rendering Settings, select the Multiview Render Regions Optimizations mode. To understand the available options refer to Multiview Render Regions Optimizations reference.

    The Multiview Render Regions drop down is expanded in the OpenXR Rendering Settings.
    Select the Multiview Render Regions Optimization mode in Rendering Settings.

    Multiview Render Regions Optimizations reference

    You can choose from the following options in the Multiview Render Regions Optimizations field:

    Option Description
    None Disables Multiview Render regions. OpenXR enables None by default.
    Final Pass Enables Multiview Render Regions Optimizations for the final render pass only and is only applied to render passes that output to eye textures.
    All Passes Applies Multiview Render Regions Optimizations for all passes that use multiview.
    Note: Several post-processing effects aren't compatible with Multiview Render Regions and can result in rendering artifacts. Unity recommends that you disable post-processing effects for XR devices, as outlined in Optimize for untethered XR devices.
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