Oculus Quest 1 & 2 - virtual reality flickers using personal 3D models

Opening the demos or starting to carry out a test for an application, with the oculus walking around the room the geometric 3D models remain stationary … while if I import into one of our 3D models, it vibrates when I approach walking, while if I am still turning the head or other is still … but as soon as I move in the direction of the object it trembles, making me dizzy! Can you help me, where am I wrong? in the lights? also because I noticed that if I move it out of the light cone, the model stays still, but it remains dark! Or is it the material? Help Help thanks to the collaboration are beginners with Unity VR Oculus Quest

This will be from the framerate being too low. For Oculus Quest the minimum framerate is 72fps, and you will need to ensure the model is optimised or uses shaders suitable for mobile. It is best not to use HDR or shadows or post effects as well, as these are too slow, in general, for Quest.

This is assuming you are building a native app and not just pressing play in Unity.

thanks… i am new to oculus quest … how do i set the frame rate on oculus? oculus 1 goes up to 72 while the 2 more … and what about HDR? the shadows i saw the check box to be disabled in the right player setting? and the materials use those in the menu as a mobile selection?

You don’t need to set the framerate.
Optimize models = higher framerate.
Bad models = low framerate.

I have seen that even the materials have a considerable weight on the results !!!
Where can I find a guide on how to make “mobile” materials and set up a scene with suitable lights for Oculus Quest ???
THANKS

I have seen that even the materials have a considerable weight on the results !!!
Where can I find a guide on how to make “mobile” materials and set up a scene with suitable lights for Oculus Quest ???
THANKS

The internet and these forums are full of optimization advice. Follow advice for mobiles because the Quest is actually mobile phone hardware.

There is no one special page with your precise answers on, but generally master the profiler (attach to device for accurate readings) don’t use post FX, and keep poly count low as you can manage. Make sure you are using only MSAA for antialiasing in forward, not deferred. Ideally use URP with the URP lit shader. This is fast enough on Quest. Don’t use post effects. Use very few lights. Don’t use realtime shadows.

Be careful about overdraw. There is so much to learn, but generally just using URP + no post + MSAA + no shadows (bake your lighting with lightmapper instead).

Basically you try to achieve good visuals while turning all the features off :slight_smile:

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I’m doing some tests and with the example Shaders in the oculus package used for the Little Train scene, it works much better … are there any sources where to download Shaders optimized for Oculus?

No, there’s no such thing. You just want mobile shaders, because again, Quest is mobile hardware. So the URP lit shader will be smooth as is, performance is probably lost in other places, such as using HDR or other expensive things. The oculus website itself for developers has recommendations, but a lot of them are outdated.

If you search for Unity Optimization you will probably see all the helpful things you need. There’s no magic bullet.

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Thanks