Seeking URP Blitter/RTHandle Expertise: Can We Capture VR Eye Feed on Android Standalone Headsets?

Hello everyone,

We’re looking for someone with experience using Blitter and RTHandle within URP for VR eye camera capture on standalone headsets (Quest3, Quest2, Pico3, Pico4). We aim to stream a high-resolution live feed for coaches to guide players through an app, but the Default Render Pipeline has limitations.

Currently, we use an extra camera setup for capture. However, customers want to display the game on a large screen, and increasing resolution significantly impacts performance.

We’re exploring URP as a solution to create a 2D RenderTexture from one eye camera, captured directly via the GPU for minimal performance impact.

Our main question is: is it possible to capture a camera feed through Blitter/RTHandle on a multiview VR Android standalone headset? If so, should this be set up with a ScriptableRendererFeature, or is another approach preferable?

Any recommendations or contacts with relevant experience would be greatly appreciated!

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This URP template may fit your need, capture and stream the passthrough view.