XR VR optimizing the project for Quest 3 viewing

Optimizing a Scene for VR:
Do I have a way to migrate only a scene in Vr in order to view it on Quest 3?

This one is too Heavy 45 GB, and I’m looking for a way to minimize and optimize it - if you have any suggestions other than Chat GPt please share them with me. thank you!

Optimizing and minimizing your Unreal Engine project for deployment on the Meta Quest 3 (an Android-based standalone VR headset) requires careful attention to several aspects of performance, given the hardware limitations compared to high-end PCs or consoles. Here’s a detailed guide to help you reduce the size and optimize performance for smooth VR experiences on Meta Quest 3.

1. Asset Optimization and Reduction
  • Texture Optimization:Reduce Texture Resolution: High-resolution textures take up a lot of space and memory. Aim for 2K textures at most, and use 1K or even 512x512 textures for smaller objects.
    Use Texture Streaming: Enable texture streaming to load only the necessary mipmaps for a given frame. This reduces memory consumption.
    Compress Textures: Use Unreal’s built-in texture compression techniques such as ASTC (Adaptive Scalable Texture Compression), which is designed for mobile/VR platforms.

  • Mesh Optimization:Reduce Polygon Count: High-poly meshes are performance-heavy. Use LODs (Levels of Detail) and reduce the poly count for distant objects.
    Use Nanite (if applicable): Nanite is Unreal Engine 5’s virtualized geometry system. While not fully supported in VR, you may want to use similar techniques to streamline geometry.

  • Audio Optimization:Compress Audio: Use compressed audio formats (such as ADPCM or Vorbis) instead of WAV. Lower bitrates can be acceptable in VR where audio quality can be less noticeable.
    Limit Audio Channels: Meta Quest 3 has limited processing for audio. Use spatial audio only where necessary and limit the number of simultaneous audio tracks.

  • Material Simplification:Use Simple Shaders: Avoid complex material shaders that require heavy computation. Stick to unlit or basic shading models where possible, especially for distant or non-interactive objects.
    Merge Materials: Reduce the number of draw calls by merging materials when possible or using texture atlases.

  • Animation Optimization:Optimize Skeletal Meshes: Reduce the number of bones in skeletal meshes and limit the number of morph targets.
    Use Animation Compression: Unreal provides animation compression settings, which you can adjust to reduce animation data size while maintaining quality.

2. Level Optimization
  • Use LODs for Levels: Unreal’s Level of Detail (LOD) system should be used not only for meshes but also for