We have a VR build (4-6 mil triangles) we are trying to run on Quest 2 via the Quest browser, the scene works at an acceptable performance level considering the complexity but when trying to quit the scene there is an unreasonable performance lag trying to interact with the resume/quit UI.
This was not the case a few quest updates ago as we were able to transition between VR and windowed mode smoothly and were using the flow to travel between spaces with the saved views via the right panel navigation UI in windowed mode.
here is the scene if you would like to debug this-
Do you experience a similar behavior for smaller scenes? Your scene is quite large with 7M triangles and 8 lightmaps. The lag when quit the scene may be caused by high memory consumption, in particular caused by the high number of lightmaps. So, to reduce the lag, I’d start with reducing the number of lightmaps. Could you try baking the scene with 2 or 4 lightmaps and see if it helps?
I do not have access to the headset today but I will try reducing the lightmaps and update it here,
but I am assured it was handling the same scene relatively easily at the time of quitting before a few updates in quest 2 we didn’t change anything with the scene so it had the same number of lightmaps and complexity. could it be a way quest might be handling windowed and VR 3d as two separate scene, I’m not as well versed in how it handles WebXR