I recently migrated my project to VR on the CV1. I’m noticing a huge delay when I use BeginMeshSectionPositionUpdate vs SetMeshSectionVisible. In the first, I fetch a triangle from a raycast and then grab the local neighbors which are precalculated creating a list of 13 triangles, which I multiply their Z value to move them down and out of the way. This method causes me to cross over the 90 FPS requirement. So instead I use the same method of fetching neighbors only this time I grab the lower subdivision levels and put the grouped lower subdivision levels on their own section on the RMT. So when my raycast hits and fetches the neighbors (sections neighbors) I turn that section off. This cause no delay and is the same number of triangle loops where instead of neighbors per face I’m grabbing per subdivision neighbors and turning the groups of triangles of. Technically its’ more triangles because each section is many polygons whereas the original method was only 13 triangles.