Lilith Metaverse · Reference & analysis

V3 UE VR FPS Validation

A reference & analysis document in the Lilith Metaverse library.

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Canonical source: libs/oshun/analytics/src/v3-ue-vr-fps-budget.ts

UE evidence artifact: V3/ue/Build/Performance/VrFpsValidation.json

Manifest version: v3-ue-vr-fps-budget.v1

The GA native VR performance gate validates the Lilith Commons Atrium in a Shipping build on the required OpenXR headset targets:

Profile Runtime Hardware Per-eye render Budget Observed sustained Observed p95 Reprojection
quest3-openxr-90 Meta Quest OpenXR Quest 3 dev kit 2064x2208 >= 90 fps 93.8 fps 90.9 fps 0.18%
visionpro-openxr-90 Apple visionOS OpenXR Vision Pro simulator 3660x3200 >= 90 fps 92.6 fps 90.4 fps 0.22%
psvr2-openxr-90 Sony PSVR2 OpenXR PSVR 2 dev kit 2000x2040 >= 90 fps 94.2 fps 91.1 fps 0.16%

The gate is anchored to the headset cook profiles, asset presets, device profiles, readiness checklists, and V3/ue/Build/XR/OpenXRBackends.json. Quest 3 requires hand tracking, avatar hand IK, fixed foveation, and passthrough. Vision Pro requires hand tracking, eye tracking, avatar gaze, and eye-tracked foveation. PSVR 2 requires eye tracking, avatar gaze, and eye-tracked foveation.

The verifier fails closed when any required headset profile is missing, a cook profile or asset preset artifact is absent, CI is not green, the sample window is shorter than 30 minutes, the frame sample floor is not met, sustained FPS misses 90, p95 FPS misses 90, reprojection exceeds 1%, or average GPU frame time exceeds the 90 Hz frame budget.