Forum Discussion
moonbear
9 years agoExplorer
970 VR Drawcalls, Vertices, Triangles
Hi, I know that for Gear VR, there's a suggested limit of 100 drawcalls, 50-100K vertices guideline.
What's the number for Rift like VR, I have a scene of about 500 drawcalls, 500K vertices, which I tested using Unity editor with CV1, all seems good.
Still, is there any official guideline numbers available?
Thanks, the reason I want to ask is I have a bunch of near 1M triangles models that I want to use, but kind of nervous about put them in the same screen space.
What's the number for Rift like VR, I have a scene of about 500 drawcalls, 500K vertices, which I tested using Unity editor with CV1, all seems good.
Still, is there any official guideline numbers available?
Thanks, the reason I want to ask is I have a bunch of near 1M triangles models that I want to use, but kind of nervous about put them in the same screen space.
4 Replies
- FulbyHeroic Explorer
- moonbearExplorerThanks alot, Fulby. :). 1M vertices, nice.
Interesting as well, looks like GTX 970 class is about 10-15 times of typical samsung phone's graphic horsepower. - kotlidasHonored GuestHello :) Any chance you can re-link that help ? I can't find it.
I'm interested to know how many Triangles for Oculus Quest and how many Drawcalls too.
Also for my Oculus Home ( When using Oculus Rift S ) how much can I push it ?
Any benchmark to use ? - kotlidasHonored Guest
kotlidas said:
Hello :) Any chance you can re-link that help ? I can't find it.
I'm interested to know how many Triangles for Oculus Quest and how many Drawcalls too.
Also for my Oculus Home ( When using Oculus Rift S ) how much can I push it ?
Any benchmark to use ?
I'll reply to myself :P
I"ve found here right here
https://developer.oculus.com/documentation/unity/latest/concepts/unity-perf/
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