A reasonable DSP buffer size is any multiple of 4 that balances latency and CPU usage- 256 would be a reasonable minimum for Android/Quest I think, but as long as you aren’t noticing any other issues and the profiler doesn’t show FMOD hogging the CPU then you can go lower.
Not much else is goes on under the hood except for selecting optimum file formats outlined in the Mobile performance reference. Most of the platform settings are more about reducing the size of the resulting bank. You can try changing the streaming settings and/or reduce the amount of streaming assets playing at any given time to reduce some CPU cycles.
Thanks for the feedback, I’ll write it up- just to clarify, what is it that makes it useless in VR? e.g Is it not showing useful information, is it in a bad spot on the display?
RE the debug overlay, It is in a bad spot on the display (at the edge of the screen, which is literally outside your field of view in VR). But its also completely 2D so your eyes can never focus on it. I tweaked your unity integration scripts to move it to the center of the screen but I still need to close one eye to properly see it.