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What is the maximum poly count for Oculus Quest?

Discussion in 'Scripting' started by schetty, Jan 8, 2020.

  1. schetty

    schetty

    Joined:
    Jul 23, 2012
    Posts:
    424
    Hi,

    I am working on the scene which have a city over view, what is the over all poly count which i can use it for this scene to make it run smoothly in Oculus Quest?
     
  2. WallaceT_MFM

    WallaceT_MFM

    Joined:
    Sep 25, 2017
    Posts:
    394
  3. olejuer

    olejuer

    Joined:
    Dec 1, 2014
    Posts:
    210
    Much more important than polygons is the number of draw calls. Click that "stats" view at the top right of your game view to get some info on that. Try to keep the number of material instances to a minimum, using property blocks and atlases where possible. Keep using the profiler from day one and constantly check your performance. There really is not the one magic rule like "stay below x polygons and you are good". It really depends.
     
  4. schetty

    schetty

    Joined:
    Jul 23, 2012
    Posts:
    424
  5. schetty

    schetty

    Joined:
    Jul 23, 2012
    Posts:
    424
    Thats true, exact numbers we can say, but before unity also suggest some poly counts for android and standalone devices, so i thought that will apply here as well.
    As you said we need to keep tracking a draw calls and use a shared material and textures.