The main limitation is that I have to adjust older code of my own that doesn’t take procedural meshes into account. :rolleyes:
I have implemented replication based on the system I already had but it’s for static objects only atm. I’ll look into replication of completely dynamic meshes later, I have much to learn still about the programming side of it but the idea is pretty solid and very do-able.
Have you tried the difference with normal imported movable static meshes? Try optimizing such a scene first for VR performance, it’s not an easy feat making a game perform well in VR while still looking good.
I’m finding performance with procedural meshes to be surprisingly good but having lots of dynamic lights and objects will always be hard on the GPU and is not necessarily linked to procedural meshes (rather to all dynamic objects).