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

Thanks :grinning: Thanks.
I just made a test on Quest2. use SetDisplayFrequency in Blueprint under the new UnrealEngine-oculus-4.27.0-v32.0. when set 60, ‘stat fps’ show 60 FPS. when set 72, 80, 90, 120, all show 72FPS.

Make sure you check your project settings for a maxFPS value :+1:

search ‘frame rate’ :wink:

eg. this Material from PC, if want to use it in VR, how should i get a most similar effect…


1st of all, always use 1 Material Slot?

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Tanslucent UI also cost much and should forbid to use in VR?
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what’s the preferred setting values for ‘Build’ lightmap for Quest2? Take test and the smaller resolution the better?

Making that material

Should be fine. Looks like theres no displacement, no normal map and no translucency, so it should be fine as is.

Always use 1 material slot?

Nah use as many as you need. Objects can be assigned more than 1 material (by way of multiple material slots) so you have more control over how the object is displayed. For example, if you had a house mesh with windows, youll want a different material slot for the house and a different material slot for the windows. Check out the Paragon characters on the Epic Store and youll see how Epic used material slots.

Translucent UI

In VR? Like iron man’s HUD or something? I mean, its not going to be as performant as non-translucent UI, but should work. Most of these things youre asking are ‘use your best judgement’ scenarios that are going to depend on the demands of your project. As a rule, if theres something you want to do, just do it and see how it performs and if its not good, then think up ways to optimize.

Preferred build settings for Quest 2

I dont usually work for standalone Quest projects, but you should be fine with default settings as long as you have sensible lightmap resolutions set in your static objects. Higher resolution = more RAM required. There are profiling tools for this in the engine that should help :slight_smile:

Nah use as many as you need. Objects can be assigned more than 1 material (by way of multiple material slots) so you have more control over how the object is displayed. For example, if you had a house mesh with windows, youll want a different material slot for the house and a different material slot for the windows. Check out the Paragon characters on the Epic Store and youll see how Epic used material slots.

I disagree on this one. Drawcalls are tight on standalone.
1 Mesh+ 1 material = 2 draw calls
1 Mesh+ 3 material = 6 draw calls

This is a super-oversimplified and inaccurate example, but it gets the point across.
Don’t use multiple materials if you can avoid them, but use them if you must. If that makes sense… :slight_smile:

Thanks for the clarification! Id heard that multiple material slots affect performance but also that anything under like 10 is tolerable. But yeah, the rules are different for standalone Quest VR :man_shrugging:

these are just an example? or you mean in ForwardRender when 1 Mesh+ 1 material , 1st drawcall/pass is Z, 2nd drawcall/pass is lighting/shading?