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Up and Coming
August 15, 2016

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.

4 replies

moonbearAuthor
Up and Coming
August 16, 2016
Thanks 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.
New Participant
July 15, 2019
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 ?
New Participant
July 15, 2019

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/