VR standalone is pretty much in PS2-3 era of optimization. Number one reason of VR performance hit are the badly handled UI and Code. 100+ individual UI textures being called instead of atlased for example. As for 4k 8k, general guide is 2k for 3rd person and 4k for FPS. It gets interesting depending on company workflow…
@pior Not 'always', in my experience. When the number of texture samplers and draw calls are limited (limited hardware, standalone VR), Keeping an entire character on one sheet can really help. On top of that, there's heavy use of texture atlases and arrays for environment stuff. Ofcourse, that's not the average usecase,…