Right now, getting a decent amount of performance for the Quest 2 platform is hard. I feel like one easy optimization would be to disable rendering the skybox because that renders an entire screen of pixels before even rendering anything else. A side effect of disabling skybox rendering is the “solitaire” effect, which happens when a buffer isn’t fully overwritten, so I understand why it might be abstracted away from ROBLOX developers. However, BONELAB does this technique to save a lot of GPU rendering. Many early N64 games use this technique too. Is there a way to disable skybox rendering, or do we have to deal with the performance hit from rendering the skybox?
Does setting the skybox to a plain texture help with the performance? If so it may be beneficial to set the skybox for each player by first determining what device they are playing on.
But also, why would you want to not render the skybox? I get for performance reasons, but unless your game is fully gui-based or indoors, there will need to be a skybox or else there will be nothing, similar to a viewportFrame.
It might help a little bit to set the skybox to a 1x1 texture of a black pixel, but that only affects texture loading. It still doesn’t defeat the underlying problem of filling the entire 1832 x 1900 framebuffer of pixels twice over just to render the skybox alone. Yes indeed, we would have to make all of our scenes indoors if we enabled this.