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Performance Testing Guide

This guide will help custom map makers make maps that run well on the Quest!

Current performance targets

All maps should hit the performance targets for Quest 2. The goal is to ensure Quest users have a good first experience with the custom maps. Don't worry too much about the Quest 1 target, it's hard to hit.

DeviceTarget
Quest 1Greater than 60fps when playing with 1 warrior.
Quest 2Greater than 90fps when playing with 4 warriors.
PCIf you can hit Quest 2 targets, then PC will be ok too.

Tools

You can use Oculus' OVR Metrics tool to show your frame-rate in Quest 2 overlaid on any app that's running, including DAVIGO. We use it to assess performance ourselves, it's super handy.

You can get it here: https://developer.oculus.com/downloads/package/ovr-metrics-tool/

In the Map issues window, you can see how many triangles your map has in total, as well as how many renderers your map has.

What impacts performance the most?

These suggestions are ordered from easiest to implement, to more complex to implement.

Lights

You can only have one shadow-casting light on Quest 1 and 2. And you'll need a directional light already to light up the scene.

What you can do:

  • Only use one directional light in the scene, and no other lights

Transparent materials

Transparency is a no-go on Quest 1 and 2. Huge performance impact.

What you can do:

  • Replace all your transparent materials with opaque materials. Check your water!

Real-time lighting

All objects in your scene should cast a shadow, but only the objects that move (trees, rocks, etc.) need to have real-time shadows. All other objects, such as the level geometry itself, should have the shadows baked into the geometry (like a texture). This should give huge performance boosts.

What you can do:

  • Bake the lighting and shadows for all level geometry, or only have one real-time light, the directional light.

High triangle count

Each object in your map is made of triangles. Too many triangles seen at once will slow performance. DAVIGO explicitly goes for a low-poly style and avoids complex meshes. In general, you shouldn't have more that 400,000 triangles rendering at one time on the Quest 2.

What you can do:

  • Investigate the triangle count on your level geometry and simplify it.
  • Remove complex non-gameplay geometry that could be eating up resources. This often is objects placed in the background of the map. Be judicious with your triangle count! It adds up quickly!

Lots of separate meshes

Meshes that are separated cause extra "draw-calls," which impact performance heavily. Thus, you'll need to limit the amount of meshes in the scene. Note that a mesh can consist of multiple objects, or include the entire level itself!

What you can do:

  • Combine meshes. You need to pay attention to the number of MeshRenderers in the scene. Meshes that are part of the same object should be combined in a 3D modelling program and brought back into Unity.
  • Note that by combining meshes, you might encounter unexpected issues with the dithering. The dither is always applied to the entire mesh, so if you combine your objects into a single mesh, all objects will be dithered.

Large textures

Texture sizes should be fairly small. If you have large textures, replace them. DAVIGO developer maps specifically uses flat colours instead of textures to avoid issues like this.