Low FPS (Flash Light and Batching)

I have performance issues with my game. And tried all to see can I increase the FPS, baked mesh, occlusion, use of same materials… With no help. Can’t hit 60 FPS, I getting about low 30 FPS to 50. I can’t find where is the problem my game is rejected from Oculus store because FPS.

I have flashlight in my scene, Spot Light, my textures are Diffuse Shaders, and I see in Frame Debugger that textures can’t be batched because Multiple Forward Light.
Can I solve this, maybe I will hit some FPS, but I doubt because I have nearly same call with my Spot light turned off?

If someone is glad to help and have some time maybe he can hit me on Skype.

In past two weeks I read books, watched tutorials, presentations etc. on terms of Performance. And seem that I can’t find solution to FPS problem. My scene is not that complicated, on 50 Draw Calls I have 40-50 FPS, somewhere I hit 100 Draw Calls and FPS then is 30.
Can’t lower draw calls, if I bake mesh together I can’t do Occlusion Culling then.

You just plain and simple can’t use forward rendering and dynamic lights on mobile VR currently. You can probably use a flashlight if you use Legacy Vertex Lit rendering path.

For my mobile VR projects I have not been able to get a benefit from Dynamic Batching, Static Batching, nor Unity’s Occlusion Culling system. Disabling all those for my projects is the highest performance.

I watched your clips couple of times, tried now to change Rendering Path to Vertex Lit, and my Flashlight(Spot Light) seems to don’t work anymore. And others light too.

I turned of baked lightning and put all light in real time, no difference.

My spot light isn’t round, it cast light wrong. I sending you screenshot:

Shaders on walls are Legacy/Diffuse and I tried other shaders with no help. Vertex Lit didn’t done anything.

Performance I think is same with this Rendering Path by checking profiler. But draw calls are lower.

You’re leaving some information that could be useful.
What is the Unity version you’re using?
What are your Quality Settings for the target platform?
What are your player settings?
How many real-time lights do you use? (it is always better to bake lighting when possible)
How many tri’s?
Could you provide a screenshot of the profiler attached to the run-time build?
What device are you testing on?

One of the nice optimization tutorials could be useful to read through: