a month ago
This is a screenshot with OVR Metrics enabled so you can see some stats. The game feels smoother than the reported FPS count, and it's also very consistent despite high levels at times. However, a few minutes later the CPU level went down to 2 and both GPU and CPU utilization were around 25% in this same spot, but I was still stuck around 24 FPS. Walking over to more intensive scenes with nearly 1400 batches didn't reduce the framerate any lower, and walking up to a wall to have 30 batches didn't improve the frame rate.
Unity 2023.2, OpenXR (aiming to build for Steam and Meta), minimal to no use of Oculus/Meta packages, multiplayer game using Photon Fusion 2, it's a pretty big game but I'm turning off dynamic objects that aren't in the same part of the scene (the picture depicts a fourth of the scene).
I'm using a lot of optimization, the batch count is around 400 and poly count around 1 million. I've used the profiler and the update loop scripts are as optimized as they can be, all running at 90+ fps on PCVR. I've baked atlases and meshes, used texture compression, set everything I could to static, set up perfect culling, and used the recommended Quest build settings. (I was having a terrible problem where the game would run at .5 FPS when I was trying to profile the quest build, so I made a clean build and turned off profiling and it stopped that)