We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Verge3D performance on mobile VR devices

Home Forums General Questions Verge3D performance on mobile VR devices

Tagged: 

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
    Posts
  • #37016
    danorgan
    Participant

    Hello. I want to create a simple WebXR app suitable for Oculus Quest and maybe other mobile VR devices (Go, cardboard).
    But I’ve noticed that WebXR is usually very slow on mobile devices. I had tried Unity and my best result was 40 fps on Oculus Go in a scene with 30k polygons, a simple toon shader, and 50 draw calls.
    Is it worth to try Verge3D for this purpose? Is it fast enough on mobile browsers in VR mode? Or it is generally a bad idea to use powerful game/render engines for mobile browsers and I need something lightweight like Three.js?

    #37036

    Hi,

    Except more complex materials, there is nothing special about Verge3D compared to Three.js that makes it slower. As for materials, you can use something really simple like lambert shaders (called Diffuse BSDF in Blender) or even plain emissive shaders with baked lighting/shading to make your scene rendering really fast.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

Viewing 2 posts - 1 through 2 (of 2 total)
  • You must be logged in to reply to this topic.