Also dealing with the same thing, considering if I should use Parallax Occlusion Mapping for a VR project. I removed ties to the the ES3_1 nodes in the Feature Switches, and it indeed made POM work in Quest 2 now. I had 72fps prior to the change, with flat textures, now it is around 40-50fps with bumpy ones. I have 10 cubes around me each using POM based material.
Was wondering if you ended up using POM for Quest 2 or found an alternative solution? @CarlitoMania
Basically I want to reduce 3d workload, and convert 2D art (bas-relief drawings) directly to volumetric assets. Used a program called Materialize to generate heightmaps based on the image, and in UE connected the heightmap to the POM node to make it work. The automatically generated heightmap is not accurate, plus POM seems to incur big performance cost. Was curious if I should just stick with a manual low-poly 3D workflow, or look for an alternative solution. Found interesting discussion here that mentions techniques called Parallel Offset Mapping (in contrast to Occlusion) and Shell texturing. @BananableOffense if you have any recommendations would be glad to hear : )