Quick answer: Switch to Vulkan with single-pass instanced rendering, enable Foveated Rendering in the URP asset, and set a non-zero foveation level via the Meta XR feature.

Fixed foveated rendering lowers shading resolution toward the edges of each eye where the lens distortion hides it, saving GPU time. It only kicks in on the correct rendering path, so a project still on the multi-pass or GLES path will toggle the setting with no measurable savings.

How to fix it

1. Use Vulkan single-pass

Set the graphics API to Vulkan and Stereo Rendering Mode to Single Pass Instanced, which is required for the foveation extension.

2. Enable URP foveation

In the URP Renderer/asset, turn on Foveated Rendering so the pipeline issues the per-tile rate commands.

3. Set the foveation level

Through the Meta XR or OpenXR foveation API, set a level above off (and consider dynamic foveation) and confirm GPU savings in the profiler.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.