Performance, TargetFPS & Pausing
This page explains how to maximize performance and battery life on Meta Quest headsets using Quest 3D WebView's optimization controls.
1. Frame Rate Limiting (TargetFPS)
In multi-screen VR environments, updating 4 or 5 full 1080p60 texture buffers simultaneously can saturate mobile GPU memory bandwidth.
TargetFPS(Property & Node): Clamps the maximum texture update frequency (range:1.0to60.0Hz).- Blueprint Node:
SetTargetFPS(FPS)
Recommended Settings by Screen Type:
| Screen Usage | Target FPS | Bandwidth Impact |
|---|---|---|
| Primary Cinema / YouTube Video | 60.0 Hz | Full 60 FPS video smoothness |
| Productivity Tools (ChatGPT, Docs) | 30.0 Hz | 50% memory bandwidth savings |
| Ambient Status Displays / Clocks | 15.0 Hz | 75% memory bandwidth savings |
2. Dynamic Rendering Pausing
When a user turns their back to a virtual monitor, uploading texture frames is unnecessary.
PauseRendering(): Suspends all texture pixel copies and GPU texture updates. The web session and audio playback continue running normally in the background.ResumeRendering(): Immediately resumes active texture updates.IsRenderingPaused(): Pure getter returning the current pause state.
Automatic Dirty-Frame Gating
Even without pausing, Quest 3D WebView automatically executes 0 texture uploads whenever the DOM is static, eliminating battery drain when reading static pages!