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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: 1.0 to 60.0 Hz).
  • Blueprint Node: SetTargetFPS(FPS)
Screen UsageTarget FPSBandwidth Impact
Primary Cinema / YouTube Video60.0 HzFull 60 FPS video smoothness
Productivity Tools (ChatGPT, Docs)30.0 Hz50% memory bandwidth savings
Ambient Status Displays / Clocks15.0 Hz75% 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!

Released for Unreal Engine 5.5 on Meta Quest.