LOD Transition happens too close to player in Quest 2

I have meshes with LOD groups in my scene and I have them set to be at max LOD pretty far from the player. It works fine when testing in the Editor, but when building to the headset, the LODs change too close the to the player, so there is so much pop in as the player moves around the map.

Here’s what it loks like in the editor:

Here’s what it looks like in the quest 2:

obviously I want it to look as close to the editor one as possible and just optimize the performance along the way. I’m still quite new to VR development but I have been using Unity professionally for several years.

Do you use the same LODBias in all quality tiers?

You need to use different QualitySettings.lodBias on VR. Details here.

Woah that’s a hidden gem. Interesting they use FoV. Logical since you want to optimize for screen space, but just assumed it was distance.

That would be terrible. Then it would break down completely when interesting binoculars or a sniper scope or a dynamic fov on the main camera or even just changing the default fov.

Basing it on distance would be so naive that it would be a limited toy.

Yeah thinking about it FoV is so much better. Just never gave it too much thought

Thanks a lot for this! Problem solved! besides that I was also using the wrong default graphics settings for the quest 2 build :person_facepalming: