I am aiming for 60fps as is recommended by Oculus for GearVR games.
I'm still seeing some frame rate drops (to around 25-30fps), which is suboptimal and may not be accepted by the Oculus Store, especially since for a portion of my game I have a first person weapon that has slight judders during fps drops.
Not sure how to further optimize, since I am sitting well below 50k tris and verts, less than 50 SetPass calls, turned off dynamic lighting and shadows, and made all shaders Mobile/Diffuse or Mobile/Unlit (single pass shaders). The only things I can think of are:
- Batches around 50 (Is this too much? How can I reduce it if I am using Skinned Mesh animated characters?)
- Particle effects (How heavily does this consume GPU?)
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[1]: /storage/temp/84730-watcher-statistics.png
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