How to improve bloom on Oculus Quest

Im developing a game in VR for the Oculus Quest 2, and i added some elements with emision to the scene using URP and bloom on post procesing to make it look better. It works great on editor and play mode, but when i build it on the Oculus the effect is horrible. Does somebody know why this happens or how to solve it?

lightning on unity:

9256203--1294812--upload_2023-8-28_18-7-9.png

lightning on oculus:
9256203--1294815--upload_2023-8-28_18-9-7.png

Light material:

Post procces:

  1. Know that bloom is really heavy on the quest. Looking for other approaches then URP bloom might be better
  2. Remove all quality tiers except the one you are designing for. By default Unity uses a different URP preset for mobile
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