Stand Alone VR Lighting Build Not looking right, FPS super low

I am trying to get my PCVR game over to a Stand alone game for a Meta quest 3. I am able to correctly package the Game APK into the Headset but my lighting is not coming out the way i want it to be and the FPS is super low, i have a feeling about why that is, but mainly i want the lighting to be better. here is a capture of the Walkthrough FP game where i started and i am trying to get as close as possible for the stand alone game. any help on what settings i need for lighting and optimization would be super helpful. the Forum isnt letting me upload the screen capture videos but i have a few to show on what it looks like for the PCVR which came out well, as well as the Stand Alone VR

Stand Alone VR

PCVR

First person Render walkthrough game

Can you share some more details on the lighting and reflection setup, which mode (forward/deferred) you’re using, which UE version, openXR? etc etc. Is the furniture one big mesh or instances etc… That way, people can get you help debugging much faster

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UE 5.7 / Forward shading / Multisample Anti-Aliasing (MSAA) / Reflection method Lumen, 128 resolution / Disabled Nanite / Mobile Multi-View / Stereo Foveation Level High / Dynamic Foveation / openXR 1.0 and 1.1 both on. the tables and chairs are all instances of one table cloth and one chair mesh

Get rid of lumen, it’s way too expensive for standalone. Bake your lighting. Your animated character should be ~5000k polys max - less is better, esp with animated meshes. reduce material complexity (esp keep texture samples low). keep to 2048 max size for your textures, you can go higher, but can strain texture bandwidth. keep your total scene poly count under ~500k… quest 3 can render a lot of polys, its draw calls that will kill your frame rate.

To go further, combine instances into single meshes (broken into sections to let view frustum culling work), each instance still takes a bit of time per frame to set up, a few static meshes will render faster.