<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Kashif Nazir]]></title><description><![CDATA[Kashif Nazir]]></description><link>https://kashifnazir.hashnode.dev</link><generator>RSS for Node</generator><lastBuildDate>Fri, 30 Oct 2026 15:05:32 GMT</lastBuildDate><atom:link href="https://kashifnazir.hashnode.dev/rss.xml" rel="self" type="application/rss+xml"/><language><![CDATA[en]]></language><ttl>60</ttl><item><title><![CDATA[The Quest 72fps checklist I run before I trust a build]]></title><description><![CDATA[I build VR games at PixelFalconVR and Unity tools at BlackBox Creations. Something I learned the hard way on Quest: chasing triangle counts while ignoring…]]></description><link>https://kashifnazir.hashnode.dev/the-quest-72fps-checklist-i-run-before-i-trust-a-build</link><guid isPermaLink="true">https://kashifnazir.hashnode.dev/the-quest-72fps-checklist-i-run-before-i-trust-a-build</guid><category><![CDATA[unity]]></category><category><![CDATA[vr development]]></category><category><![CDATA[Game Development]]></category><category><![CDATA[performance]]></category><dc:creator><![CDATA[Kashif Nazir]]></dc:creator><pubDate>Tue, 27 Oct 2026 14:15:37 GMT</pubDate><content:encoded><![CDATA[<p>I build VR games at PixelFalconVR and Unity tools at BlackBox Creations.</p>
<p>Something I learned the hard way on Quest: chasing triangle counts while ignoring draw calls is a trap. A scene with 200k triangles in 50 draw calls will run better than 100k triangles in 500 draw calls — the CPU cost of submitting draws is what kills VR frame rates, and VR renders everything twice.</p>
<p>The checklist, in the order I run it:</p>
<ul>
<li>Batches under 150 (Stats panel). Combine meshes, bake one atlas, SRP Batcher on, Single Pass Instanced rendering on. Multi-Pass literally doubles your draw calls.</li>
<li>Tris under ~750k visible. Simplify the worst offenders first — Profiler's Rendering module, sorted by triangles.</li>
<li>LOD everything beyond arm's reach. 2–3 levels, aggressive cutoffs. In a headset, distant detail is genuinely hard to see.</li>
<li>Textures capped: 1024 environments, 512 props, ASTC always. Oversized textures burn fill rate for detail nobody can display.</li>
<li>Zero realtime lights. Bake lightmaps, light probes for dynamic objects, shadows off or cheapest.</li>
<li>Kill overdraw. Alpha-blended particles and stacked transparent layers are the usual white-hot spots in overdraw view.</li>
<li>Fixed Foveated Rendering on. Up to ~28% pixel shading savings, nearly free, via the Meta XR SDK.</li>
</ul>
<p>Then verify on-device with OVR Metrics. The editor lies about mobile performance — a build that looks fine in the editor can still miss 72fps on the headset.</p>
<p>Full checklist with the details:
<a href="https://kashi45248-prog.github.io/Blackbox_creations-/tutorial-meta-quest-72fps-mesh-optimization.html">https://kashi45248-prog.github.io/Blackbox_creations-/tutorial-meta-quest-72fps-mesh-optimization.html</a></p>
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