That's enough talk about the industry and XR development. Let's cover some performance enhancements that can be applied to XR projects.
Since AR and VR apps are built using the same Engine, the same subsystems, assets, tools, and utilities as any other Unity game, literally every other performance enhancement mentioned in this book can help VR and AR apps in some fashion, and we should try them all before getting too in-depth with XR-specific enhancements. This is reassuring, as there are a lot of potential performance enhancements we could apply. The downside is that we may need to apply many of them to reach the level of performance we need for our app.
The biggest threat to a VR app's performance is GPU Fill Rate, which is already one of the more likely bottlenecks in any other game, but significantly more so for VR since we will always be trying to render a high resolution image to a much larger Frame Buffer (since we're effectively rendering the...