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GamerReality's avatar
GamerReality
Start Partner
5 months ago
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My project runs on Quest 2 at 18 FPS (GPU-bound), no matter the scene or XR Rig

Our game's Quest performance has always hovered around 36 fps while in development, which I've come to find out was due to high batch counts and complex lit material shaders on every object. But now...
  • GamerReality's avatar
    GamerReality
    5 months ago

    Thanks for the quick reply. I was able to get my empty scene to run at 60 fps on my Quest again after these changes (I did them one by one and they each had a positive impact):

    • Turned off 4X MSAA and disabled the anti-aliasing feature in the camera. I read on the Stylized Water 3 Discord that this was causing glitches with their asset on Quest for some people.
    • Turned off Stylized Water 3 features on the URP-Performant-Renderer asset I'm running on Quest.
    • Deleted the Screen-Based Ambient Occlusion setting from my other PCVR Universal Renderer Data profile.

     

    In the default Unity XR toolkit scene, it hits 72 fps, but sometimes dips to 55 in a CPU-bound way. That might be from building the APK as a development build with script debugging enabled both in the build settings, though.

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