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August 11, 2025

FPS Drop After Splash Screen – Quest 2/3

  • August 11, 2025
  • 1 reply
  • 189 views

Hello,

While preparing my VR app for Quest Store submission, I’ve encountered a consistent, measurable FPS drop right after the splash screen finishes, and I’d like to confirm whether this is a potential issue for passing the VRC.Quest.Performance checks during review.

Behaviour Observed:

  • Immediately after the splash screen disappears, FPS drops below 60 FPS (typically in the 40–50 range) for about 1 second.
  • After that, the frame rate stabilizes at my target (72 FPS) and remains consistent for the rest of the session.
  • The same behaviour occurs even in an empty scene containing only the XR Origin prefab.

Performance test video (Unity VR Sample):

Test Environment:

  • Unity Version: 6000.0.55f1
  • XR Setup: OpenXR with Meta XR Plugin (default configuration)
  • Devices Tested: Quest 2, Quest 3s and Quest 3
  • Measurement Tool: OVR Metrics Tool (FPS graph)

Questions:

  1. Will this short FPS dip fail the VRC.Quest.Performance check during store review?
  2. Does Meta QA measure from application process start or after the splash screen transition?
  3. Are there recommended best practices for masking or eliminating this drop?

Thanks in advance for clarifying how this behaviour is evaluated in terms of Oculus Store performance requirements.

This topic has been closed for replies.

1 reply

Meta Employee
August 29, 2025

Hello there!

If you go here, it will take you to our documentation on the Meta Quest Runtime Optimizer. This is a tool used to find bottlenecks, give insight into what is causing the issue, and more. This may help you target what is causing this issue and fix it. 

If you go here, you can find our documentation on shader compilation. Shader compilation may make the first bootup slower, but it will provide a smoother process. This could help prevent the sudden FPS, allowing more time for your assets to fully process.

If neither of these resolve your FPS drop, let me know and we will troubleshoot further!