Meta XR Archviz

So, I’m to to Unreal, and I’m using UE5.1.1 to make a simple scene for my Oculus Quest 2 with some static meshes in it. One of the meshes has over 8 million triangles and over 6 million vertices. There’s only a little lag, but when I cook it to my Quest 2 with Meta XR, the game inside the headset is laggy and glitchy whenever I look at the big mesh, and it’ll turn neon green for a moment before turning back into its default material. I have been troubleshooting this for a long time, and I’m wondering if anyone has a solution out there.

Thanks!

_Draco

when you run your app in-editor, you’re not running standalone VR; you’re leveraging your PC and experiencing a much more powerful PCVR version of your app. The Quest is significantly weaker than your built in GPU, which is why you’re running into this disparity. Read up on optimizing your app for standalone VR - there are countless strategies and techniques to employ - but understand you’ll have to make some hard concessions for your app to be performant in standalone VR.