Marble Mechanics Visual Comparison: Quest 3 Standalone vs. Rift PCVR in Unreal Engine


Meta Quest 3’s standalone graphics—with the same polycount models, materials setup, and target frame rate—look remarkably like its PCVR counterpart. Achieving this parity in Marble Mechanics required overcoming several platform-specific hurdles. Below, each challenge is paired with the solution we implemented.

Challenge 1: Renderer Contrast & Saturation Mismatch

Issue: Vulkan mobile renderer on Quest 3 produces deeper shadows and punchier colors than the Rift’s DX12 renderer, making the standalone build appear extremely over-contrasted.

Solution:

- Toned down certain texture saturation and/or brightness

- Applied a low contrast and cool colored HDRI skylight to soften highlights.

- Balanced directional light intensity versus ambient to flatten extreme contrasts.

Challenge 2: No Post-Processing Volume on Quest 3

Issue: Quest 3’s vulkan mobile render doesn’t support Unreal’s Post-Process Volume

Solution:

- Increased local light counts: strategically placed extra point lights to simulate soft bounce lighting present on Rift.

- Manually tweaked each light’s falloff exponent and color temperature for depth cues.

Challenge 3: Simulating Global Illumination

Issue: Quest 3"s Vulkan mobile render lacks soft bounce lighting present on Rift.

Solution:

- Added fill-lights in shadowed areas to mimic indirect bounce, and in highlight areas to mimic bloom.

- Turned up Skylight intensity to lighten deep shadowed areas.

Challenge 4: Texture Compression Artifacts

Issue: Large tiled textures with high-frequency normal maps compressed poorly on mobile (ASTC/DXT), resulting in visible blockiness and lost detail.

Solution:

- Identified problematic textures and created alternative tileable maps with reduced high-frequency detail.

- Adjusted normal map intensity.

- Tested compressed textures in the packaged APK, iterating until visual fidelity matched the Rift build.

Results & Takeaways

- Both Quest 3 and Rift maintain a rock-solid 72 FPS under these settings.

- Visually, lighting, color balance, and material fidelity now read nearly identical across platforms.

- Key lesson: with careful light placement and color tweaks, mobile shading can approach PCVR quality—even without built-in post-process effects.

Thanks for reading! If you’ve tackled similar cross-platform rendering challenges or have questions about optimizing for Quest, feel free to drop a comment or join the conversation on Discord.

Marble Mechanics is coming soon to Meta store

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