This page contains some general tips about performance optimizations, especially for MetaHumans in VR. For more information have a look at the [debugging and performance testing](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unrealprojecttemplate/-/wikis/Performance-Debugging-and-Profiling) wiki entry.
This page contains some general tips about performance optimizations, especially for MetaHumans in VR. For more information have a look at the [debugging and performance testing](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unrealprojecttemplate/-/wikis/Performance-Debugging-and-Profiling) wiki entry.
- Downscale the textures: Textures for MetaHumans can be as big as 4k-8k. This is often not necessary and can cost a lot of performance as well as VRAM.
- Use `Tools > Audit > Statistics` and choose `Textures` on the top left. Sort by `Max Dimension` or `Current Dimension` to find textures which are to large.
- In the properties of the texture, set `Maximum Texture Size`. This should be a power of two, values like 1024, 2048, or 4096 should be good depending on how close you get to the texture and how much space the texture spans in the environment.
- You can edit many textures by selecting them (e.g. by using the "Filters" in the `Content Window`), right-clicking and choosing `Asset Actions > Edit Selection in Property Matrix`.
- Play around with the ``Forced LOD`` level (see above)
- Play around with the ``Forced LOD`` level (see above)
- Play around with the ``Scalability Setting`` (Settings --> Engine Scalability Settings), this also helps for getting MetaHumans to run in VR. Just see what details level is the best trade-off for you.
- Play around with the ``Scalability Setting`` (Settings --> Engine Scalability Settings), this also helps for getting MetaHumans to run in VR. Just see what details level is the best trade-off for you.