What are the Performance-killer for VR(eg.OculusQuest2)? all postprocess, all screen-space?

Hi! I have a problem in a VR room I’m working on (for MetaQuest 2), the thing is that simple meshes for the floor and walls, while being simple (5 triangles and a basic material with no textures), they are by far what takes more time to render, and I don’t understand why :man_shrugging:.

I’ve come to that conclusion too, to avoid big meshes with big triangles; but wouldn’t it be better for the GPU to use big triangles than smaller ones?