I have an odd (to me) situation that I am hoping to better understand. I have a reasonably detailed mesh with approx 320k indices, 109k faces and 57 materials. The original mesh was bigger but I have done limited dissolves etc in blender to bring it down a bit and also combined all verts using the same matrial into submeshes. So I now have 57 submeshes. All the textures are power of two and small size (biggest is 1024x1024). When I import the model I freeze the world matrix and material for each mesh and disable collision detection. Everything works fine on PC and android (Galaxy S7) but on a Quest 1 there is a large frame rate drop when I am near to the mesh. If I am far from it there is no problem at all. I am wondering why the fps drops when near the model. I first thought it must be collision detection but it isnt. Is it just the screen-space size and limited power of the Quest 1 perhaps? Or is there something else that could be going on?
I also plan on reducing the number of materials and sumeshes by combining them into a larger texture atlas because currently the model generates 57 draw calls by itself which I want to reduce. That may help significantly.