Also worth noting that Oculus require 60 fps min, and they impose soft limits on scene complexity with 100k tris and 60 draw calls in the view. So I assume that should run at 60 fps on the device, and my scene is well below those soft limits.
Also worth noting that Oculus require 60 fps min, and they impose soft limits on scene complexity with 100k tris and 60 draw calls in the view. So I assume that should run at 60 fps on the device, and my scene is well below those soft limits.