VRS and Multiview are the main optimizations to reduce the drawing load in the development of standalone VR games for Meta Quest 2/3, but prompt debugging is required because drawing deviations (shading bugs) caused by rapid head rotation cause severe VR sickness in the player.

Specific solution

1. Change Foveated Shading Mode

Edit ➔ Project Settings ➔ XR Plug-in Management ➔ Oculus Open the settings screen. Expand the Android Platform Settings tab and switch **`Foveated Shading Mode`** from `Dynamic` to **`Fixed`**.

2. Safety adjustment of Foveation Level

In order to completely suppress the blurring when swinging, readjust the VRS resolution reduction rate **`Foveation Level`** to **`Medium` or `Low`** instead of the highest `High (Top)`. This equalizes the pixel shading reduction rate for peripheral vision and completely eliminates flickering due to Vulkan driver bugs (coordinate shifts during reprojection).

Explanatory diagram of drawing misalignment bug and setting adjustment when Multiview and Variable Rate Shading (VRS) are running simultaneously in a VR environment

Figure 1: Bug mechanism of eye coordinate system and reprojection deviation in VRS (peripheral vision resolution reduction)