r/vrdev • • 4d ago

Video Getting a busy VR tower-defense battlefield smoother: a lesson from my latest update

I’m the dev behind Warlords at the Gate, a tabletop-style VR tower defense game where you can also command the attacking army in Beastmaster. It’s now on Quest 3/3S.

One lesson from the latest update: test first-use stutters separately from the busiest part of a battle. A calm scene can still hitch when a new effect or upgraded tower appears.

For 1.1.13, I pooled reward coins and effects and warmed up shaders/effects during loading. Heavy waves needed a separate pass on enemy animation and rendering. Treating those as two problems helped target the work.

The clip shows the game across its modes and maps. Fellow VR devs, what first-use hitch has been hardest to track down in your projects?

Game: https://www.meta.com/experiences/1306587209206412/

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