Meta Quest 3 APK with UE 5.5.3 triples drawcalls when not up close to meshes, compared to UE 5.4.4

I’ve had these off for many engine versions now because frankly they eat up more performance than they generally save. I opt for larger triangles, fused meshes, and a handful of master materials + instances. This is pretty nice for many parts of development too. You just have to be on top of knowing exactly what your triangle / draw call limit is and making sure you have enough budget for dynamic elements.