On the image hands subject: yeah that would be a huge help if it's possible to get a release for that. Is there a way to perhaps even just remove the forearm components completely from each hand? I'm not sure what the tri count on each of these parts is like, but it could always help potentially if there's a decent number of tris in them (that and I don't actually need the forearms to be rendered for the project I'm making).
As for the camera issue, I'll try and explain it better:
So in my project, I have four different cameras running (basically the VR game I'm developing is about basically accessing alternate realities between three visually different spaces). What I have is the following set up
1) A camera set to depth only, rendering nothing but the hands. This camera is always at the highest depth so that it is always rendered.
2) A camera that renders a alternate space, triggered by the player rotating the wrist of their left hand.
3) A camera that renders a second alternate space, triggered by the player rotating the wrist of their right hand
4) A "main" camera that just renders the main player space. This space would be accessed by just rotating either your left or right wrists again
Basically I tried shutting off each of the game objects to save resources when they weren't in use (except the camera rendering just the hands, that one is always active). All of the cameras are rendered from the same position (so from the point of oculus tracking). Changing camera depth for this worked, but of course that has a huge performance impact. I did initially try shuttting off objects but this was causing the tracking issues I mentioned before with the hands breaking away from tracking. I also tried shutting off camera components but it wasn't working for some reason (I'll give it a go again to see if I can get it working this time).
I'll look into the last option as well, however I think my best trade off at present is a combination of making sure everything is as low poly as possible and just running the game on a lower quality setting in the editor (would still be great to hear any ideas or methods I can use about the hand mesh stuff I mentioned though).
EDIT: Also I'm not having any luck with your proposed method for depth; the background still cuts into the image hands - do you have an example at all I could see?