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April 1, 2016

Unreal Project Performance on Gear VR

Hi everyone, i want develope an architecture project in Unreal for Gear VR with samsung galaxy note 4, im modeling in 3DMAX and my ask is, what is the poly limits?
In unreal forum talk about 65k vertices, in other forums people talk about near 50k polys and others talk about 50k-100k polys.
Someone can give me a hand?

 

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2 replies

Inspiring
April 1, 2016
I have 231k tris in the view - getting 58 fps (although I get 58 fps in the empty scene too).

You can't use real-time light/shadows at all. I haven't tried using directional lightmaps, but with 100k tris and 60 drawcalls it should perform really well.
Inspiring
April 1, 2016
We typically recommend 50-100k triangles OR vertices (whichever is higher) and 50-100 draw calls. It's also important to note that even meshes that satisfy these limits can miss frame rate if they cover a large area of the screen. In that case, redundant work is often done before a per-primitive discard in each tile. It is also possible to exceed these limits and still hit frame rate if you are very careful and fully understand how your workload is using the hardware. Also note that the more CPU work you have, the later the GPU work may be kicked off. More than ~4ms per frame in BP/Tick handling can artificially constrain the above limits.