How To: Game Development Best Practices for Quest 3 using Unreal Engine 5

This is a great best practices list for sure. One thing I do have to mention which I have some doubts on is the “merge all actors into 1”. While it will significantly reduce draw calls etc, if done poorly and incorrectly it does not grant the opportunity to LOD any meshes at all or Cull them out. You will be rendering whichever amount of tri’s that merged mesh has become. So it highly depends on the game and meshes which I udnerstand is impossible to specifiy in a doc like this.

Imo Precomputed Visibility is quite vital to set up correctly, reducing all “Generate overlap events”, “occludes” on static meshes helps too. So only big walls and actual big blocking meshes should occlude and all smaller assets should not even be considered in that calculation.

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