We’re excited to announce Quad Views support for Quest 3 devices in Unity 6.5, enabled via OpenXR 1.17!
Quad Views introduces a new alternative to traditional foveation techniques, designed to improve rendering efficiency, particularly in GPU-bound XR applications.
What is Quad Views?
Quad Views improves rendering performance by rendering two views per eye at different resolutions:
- A low-resolution view covering the full field of view
- A high-resolution inset focused near the center of the display
Because the periphery of a user’s field of view is rendered at a lower resolution, overall rendering cost is reduced. At the same time, the high-resolution center, where users are most likely to focus, maintains perceived visual quality.
Why use Quad Views?
Quad Views is most impactful for apps that are GPU or pixel bound, such as scenes with high render resolution, complex lighting, or significant overdraw from UI and transparent objects. Many XR applications today are GPU and pixel bound, making them great candidates for Quad Views.
In these scenarios, Quad Views can provide:
- Reduced fragment shading cost
- Improved GPU frame time
- Maintained or improved visual quality
Quad Views vs Foveated Rendering
Both Quad Views and Foveated Rendering optimize rendering by prioritizing resolution in the center of the user’s view, but they use different approaches and have different tradeoffs.
As with other XR optimizations, these techniques often trade raw performance for some change in visual quality, so we recommend evaluating them early in development and again before final release to determine the best approach for your project.
Use Quad Views when:
- Your app is GPU-bound
- You are using post-processing effects that aren’t compatible with Foveated Rendering.
Post-processing compatibility depends on the technique used. Quad Views is compatible with on-tile post-processing effects, which are recommended for untethered XR devices. Using any post-processing effects that are not in the list of supported on-tile techniques may result in visual artifacts or reduced performance.
Use Foveated Rendering when:
- Your app is CPU-bound
Getting Started
Enabling Quad Views is simple:
- Open the Project Settings window (menu: Edit > Project Settings).
- Select the OpenXR settings page under XR Plug-in Management.
- Select the Meta Quest tab.
- Under OpenXR Feature Groups, select All Features.
- Enable the Foveated Rendering feature.
- Click the gear to open the Foveated Rendering feature sub-options.
- On the Foveated Rendering sub-option window, select Quad Views for Foveated Rendering Method.
Pair with Other Performance Optimizations
Quad Views can be combined with:
- Multiview Per View Viewports (MVPVV/MVPVRA)
- Application SpaceWarp
- Dynamic Resolution
Availability
- Unity Version: 6.5+
- OpenXR Version: 1.17+
- Platform: Meta Quest 3
We’d love to hear your feedback. If you try Quad Views in your project, share performance comparisons, edge cases, or anything unexpected.
Enabling Quad Views in Unity 6.5 can introduce some additional CPU cost. We’re continuing to explore optimizations in this area, with improvements expected in future releases.
If you have any questions, feel free to ask in the thread below.

