Major Performance News


Ever since I dedicated this project to run natively on Quest, performance has been the one thing I just couldn't get right. I have tried different build settings, unloading UI whenever I get the chance, rewriting the AI, even just tanking the resolution. And finally I found how to get this game to run a stable 72fps native on quest.

The answer is stupidly enough the environment was way too expensive, what I assumed where very low poly bricks, ended up being roughly 1,000 tris each, not the largest model but when the floor has hundereds of them, it quickly snowballs into an issue with the game struggling due to rendering an environment that is over 1,000,000 tris. I tested the game after gutting the environment and replacing it with a cube and unsuprisingly, it worked great.

At some point soon within the coming weeks, 0.2.1 will release with much improved performance and hopefully we can get this game on the Applab!

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