Gear VR scene complexity limits ?
So I've read/heard that 100k and 60 draw calls is what devs should aim at.
Is it total or per eye? (then 50k and 30 draw calls for view in actual scene in Unity or UE4, which will double with stereo rendering)
Thanks.
Is it total or per eye? (then 50k and 30 draw calls for view in actual scene in Unity or UE4, which will double with stereo rendering)
Thanks.
