Performance issues

As I mentioned, I removed sky material and replaced with simple color. I also made view weapon model not render. So all in all, it’s the simplest test case - no transparency/translucency, no fancy materials, super low polycount, baked lighting. So, it should perform at 100+ fps, but it doesn’t. Hell, Quake runs at 60 fps on Cardboard / GVR (powered by open source Darkplaces engine). Entire game, with physics and AI, and much higher polycount that FPS template test scene.

With the test case at hand, I am light years away from recommended complexity limits :confused:

That’s ok - if it’s a good looking / playing game or app, I (and many others) will add fan for cooling :slight_smile: