Occulus Quest 2 - Three Dots Forever on Deploy. What Are Some Benchmarks to Know If A Level Is Too Big For VR Rendering?

I’m new to Unreal Engine for game development and I also just got my Oculus.

I’ve successfully loaded up the VR Sample, but I wanted some more interesting maps. I went to the marketplace and I got a couple free maps that look really cool. I’m not an artist, and although this will ultimately be important to me, I just wanted a nice map to develop my game logic in.

Anyways, everything builds successfully but when the level deploys to my Oculus, I just get the three loading dots like, forever.

I’m assuming because it’s just too big, or too much memory is required or something, but theres really no way to know, as I can’t see any logs once it deploys to Oculus (or can I?). Are there benchmarks for limits for VR app development? Are there other reasons I would get three dots forever? I’m also open to links as an answer.

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I can’t see any logs once it deploys to Oculus (or can I?)
Yes, you can. If you make a development build (Set it to “Development” in Project Settings->Packaging->Proejct->Build Configuration and make sure “For Distribution” is unchecked). Now once you run the app in your Quest, it will start creating logs. You can access these logs in “UE4game/{Your Project’s Name}/Saved/Logs” on your Quest. Of course you will have to connect your Quest to your PC to access them. I have ran into an issue in the past that the logs were not showing if I build arm7 build. Had to make an arm64 build for that. But arm64 is the required build for Oculus now so you are good.


Are there benchmarks for limits for VR app development?
Yes, you will have to browse through the Oculus documentation. For Quest 1, the limit is 150-175 drawcalls per frame and 300,000-500,000 triangles per frame. Quest 2 should allow higher numbers.


Are there other reasons I would get three dots forever?
I have experienced it before when I did not choose the correct android and build settings in Unreal. It is too much to explain that here but make sure you follow the guides on the Oculus developer page.