Level Streaming (possibly?) Issues.

UPDATE #1: Profiling and Optimization Progress

I delved deeper into profiling and optimization to get a handle on our VR performance puzzle. (Although i’m still a bit confused with all the graphs and stats, need more time to learn and understand what everything means, but all values were well under control without any obvious issues).

To be honest, I didn’t stumble upon any groundbreaking insights. However, the Unreal documentation came to the rescue with some fundamental VR guidance.

During my investigation, I conducted tests on each level and noticed something peculiar – a few levels exhibited FPS drops, even within the editor (I’m running a RTX 3090, on a ryzen 9, so it’s pretty weird). So maybe, this oddity might be the root cause of the issue on the Quest.

Unreal’s VR tips covered a wide range of topics, from collision handling to LODs, materials, and lighting optimizations, addressing every aspect that could potentially affect VR performance.

I meticulously revisited each problematic level, inspecting every mesh, LOD setting, collision configuration, and lighting arrangement. I ensured they were all configured for optimal performance, given the performance issues we’ve been facing.

Surprisingly, after these adjustments, the FPS drop issue ceased to manifest within the editor. I basically made everything default, and set it up again - with the same settings as before… That’s why it is confusing that it gained performance, having exactly the same settings and disposition on the levels.

Now, my focus is on testing the project on the standalone Quest. I’ll keep you updated on the outcome.

Any feedback and tips are always welcome!
Thanks for your time!