What's the max recommended number of models to have in a scene for Quest games?
I wonder if there's a limit before the game starts lagging because of it.
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Hi @gubebra. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave:
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I apologize, but I don't have specific information about the maximum recommended number of models for Quest games in the provided knowledge sources. The documents don't contain details about model limits or performance considerations specifically for Quest devices.
However, I can provide some general insights about Normcore's room server capacities that may be relevant:
Normcore's room servers have different configurations that can support varying numbers of players and data streams. For VR titles using Normcore, the Room Server Options (https://normcore.io/documentation/room/room-server-options#room-server-configurations) documentation indicates:
- A small server can typically support around 16 VR players
- A medium server can support about 40 VR players
- A large server can handle up to 64 VR players
- An X-large server can accommodate around 100 VR players
These numbers decrease further when voice chat is added.
It's important to note that the number of concurrent users and data streams impacts performance more significantly than just the number of static models in a scene. As the documentation states, "As the number of players in your room server increases, optimizing bandwidth becomes increasingly important."
For Quest-specific optimization recommendations, you may want to consult Unity's documentation or Oculus developer guidelines, as they would have more targeted advice for that platform.
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it's the bandwidth usage that lags the game
check the network analytics in the editor
I don't know if it makes sense but I'm thinking about the overhead generated by multiple events and models.
voice chat sends a lot of data all the time and is a bigger load than anything you'll likely make and will half the player numbers listed by the bot
fwiw in the latest version of Normcore, we typically see folks GPU-limited
Hey 🙂 A couple years ago it was in the hundreds for a Quest 1. What we ended up doing was disabling the RealtimeTransform only until the frames when it was being moved. That helped a lot.
But RT got heavily optimized recently, so I'd imagine that approach may not even be necessary anymore?