© Cornel Hillmann 2019
Cornel HillmannUnreal for Mobile and Standalone VRhttps://doi.org/10.1007/978-1-4842-4360-2_8

8. Performance, Profiling, and Optimizations

Cornel Hillmann1 
Singapore, Singapore


In this chapter, we look at the various profiling and optimization tools that are available in the Unreal editor and when testing on the Android target platform. It is usually a good idea to start profiling early and have an eye on the frames per second (fps) at any stage of development to eliminate roadblocks when they occur.

It is advisable to develop a high awareness of what the typical VR performance killers are and try to avoid them, or work around them using best practices guides and creative ideas. If we come across a stubborn ...

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