Uploaded December 2023 | Updated September 2026, 4 hours ago
In our recent enhancement of the AventivumVR scene, previously optimized with light-baking for performance, we introduced a crane featuring dynamic lighting, along with shape key and transform animations. This incorporation of dynamic lighting on select objects led to a near doubling of the draw calls and triangles. The Quest-3's performance threshold hovers around 250 draw calls and approximately 1.5 million triangles per frame. A notable aspect of using dynamic lighting, particularly evident at the start of the clip on the stone, is the significantly improved quality of normal mapping. Interestingly, adding animations does not majorly impact performance; instead, it's the increase in draw calls due to dynamic lighting that's more demanding. Achieving optimal performance hinges on efficient culling of non-visible objects and minimizing the use of dynamic lighting. Our next phase involves integrating skinned animations for the worker characters.
In our recent enhancement of the AventivumVR scene, previously optimized with light-baking for performance, we introduced a crane featuring dynamic lighting, along with shape key and transform animations. This incorporation of dynamic lighting on select objects led to a near doubling of the draw calls and triangles. The Quest-3's performance threshold hovers around 250 draw calls and approximately 1.5 million triangles per frame. A notable aspect of using dynamic lighting, particularly evident at the start of the clip on the stone, is the significantly improved quality of normal mapping. Interestingly, adding animations does not majorly impact performance; instead, it's the increase in draw calls due to dynamic lighting that's more demanding. Achieving optimal performance hinges on efficient culling of non-visible objects and minimizing the use of dynamic lighting. Our next phase involves integrating skinned animations for the worker characters.










