Audio Engine performance on Oculus Quest 2

Hi all,

I’m curious as to the real-world implications of moving audio-intensive Unreal projects onto Quest 2. In particular, would it be worth the effort to build an audio plugin doing physical modeling for Unreal Engine to run it on Quest 2 or would the Android/Snapdragon combo strain/buckle/collapse under the weight?

It’s not a trivial amount of work so it would be super helpful if anyone has thoughts as to how a 4-16 voice bowed string physical model implementation might perform on Quest 2. Or any real-world feedback as to how other audio intensive projects have fared on Quest 2.

Thanks in advance!

rob

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