Meta quest Optimization problem, I think?

Hi!, I’m new at UE5 and ever newer at VR.
I have a problem trying to package the project for meta, when I play in preview mode everything is fine, but when I play the game in Standalone in my meta quest 3, the frames drops a lot and the textures starts flickering between pink, white , green and the normal textures.

I first made my game for Android with static lights and it runs ok, but when trying to play in the quest 3 frames drops to 10 and happens what I told you before.

Can someone help me figure out the problem? I guess it has to be some optimization problem… or I don’t know what I’m doing wrong.

Im using baked lights
All my texture maps are in resolution 512
The scene is not big

Hope some can help me.

EDIT:

Well, something weird happened.
I started recording before opening the app, and the game was really fluid, just there was a place where it lagged.

But the i stopped recording and started the app again and after loading i started recording.
this is how it normally plays.

Was that a project for PC desktop that has been coverted to VR? Or did you start with the default VR project template?

You could use the profiling tools of Unreal and the ones provided by Meta to track down bottle necks that are slowing down performance. But you also could check out the Unreal example projects from Meta on Github.

You have to take a closer look to find how they overcome potential performance issues. Maybe you can use one of their projects as a template for your own.

I started the project for PC, then remade it for Android, and once I had it for Android, I merged the project in the template for vr, I’m going to try and upload a video or at least pic from my project running on quest 3.

Where can I find the profiling tools for meta? Thing is, when I have my quest connected to PC everything runs fine, the problem is when the game is in Standalone, so I don’t know how to test the game without having to pack the project and installing all over again.

I don’t mind packing and installing, but how can I know what is wrong if connected everything is ok?

Thanks for your help in advanced

I checked out the profiling tools that are part of the Meta Developer Hub application. This is just a performance analyzer that seem to show only the overall performance of the device. I don’t know if this will help to track down possible bottlenecks caused by Unreal, but at least I will show utilization of hardware resources.

It was actually the first time I used the performance analyzer, because all of my testing apps run more performant as there versions for mobile phone.

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There’s a lot to optimize your project like simplifying your material shaders or meshes, avoiding reflective materials and other methods to reduce draw calls, but you could also try to add scalability options to your project. Be aware that you have to tweak between performance and quality.

Make a backup of your project, then go to project settings to optimize for mobile and set option to scalable:

The following console commands changes quality settings or disables rendering options that may impact your performance.
For my own project I run them in a custom event that is called in the level Blueprint (0 == low, 4 == Cinematic )

This is basically the same like changing the scalability values of the editor preview.

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