How Drifter Optimized & Delivered Robo Recall for Oculus Quest
summary
A full Rift-quality Robo Recall build is ported to Oculus Quest as Robo Recall Unplugged by cutting visuals but keeping the same physics and interactions; key wins include using RenderDoc captures, Unreal’s Stat Unit and profiler, and Blueprint nativization to eliminate multi-millisecond spikes, switching to the RHI thread and HLOD to hit a target of ~250 draw calls, trimming Materials to ~35 instructions, fitting in ~2.1 GB (64-bit fixes fragmentation), and meeting the 13.8 ms frame budget while preserving gameplay.
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chapters (20)
- 0:00Intro
- 0:59About Drifter
- 2:15Agenda
- 2:54Profiling Optimization
- 5:24StatUnit
- 6:26Draw Calls
- 7:44GPU Draw Calls
- 8:38Draw Calls on PC
- 10:49Game Thread Optimization
- 13:00Blueprint Nativeization
- 15:43Player Proximity
- 18:16Memory
- 19:43Audio
- 20:49Performance
- 22:23Components
- 23:46Render
- 26:57Visibility
- 27:56HLOD
- 30:24Additional Tips
- 37:04Content Examples
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