Hi, I finished learning the basics of Unreal Engine for VR and started making a game for Oculus Quest. I really wanna stick with Oculus Quest because I like the idea of the standalone device and much less competition compared to the desktop VR store.
But the performance issue came to me as a bummer too early. I finished a basic weapon system and placed 50 mannequins in the game with a ‘running’ animation and basic UE4 mannequin mesh. And it’s already unable to play.
Can someone give me some advice on the performance issue? What helped you or what can cause the problem the most in your experiences? Thanks in advance.
My current game setup
50 mannequins with basic animation / UE4 starter-kit mesh
They’re Characters (not pawn)
big one navigation volume
Using AIMoveTo (not on every tick)
one direction light (removing the light didn’t change much)
Big plain space with some cube objects
Can shoot an arrow as a projectile and hit on enemy mesh’s sockets
60 FPS required, 72 FPS if your app can support it
50-100 draw calls per frame
~50,000-100,000 triangles or vertices per frame
Of course there will be other things as well, but from your setup:
The default mannequin has no lods and 41,000 triangles each. So with only 2 of them you would hit the performance limit, 50 is not realistic. Choose a mesh that has way less triangles and use lods to further reduce the triangle count at a distance. Further only use meshes that have only one material to reduce draw calls. Further with 50 movable skeletal meshes alone you will hit the draw call limit, regardless how much you optimize.
So all in all, it seems to me that the game you currently envision will not run on an oculus quest.
Hi, @chrudimer Thanks a lot for your great tips.
I’ll try everything you suggested here.
And yes, I was trying to reproduce the big war battle scene as you noticed. I guess I will have to change some initial ideas. Thanks again!