How can performance be improved in a VR game with lag due to a spike in draw calls when viewing distant objects?

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In a VR game experiencing lag due to a spike in draw calls from viewing distant objects, the most effective solution is to remove distant 3D models and use a skybox. This approach significantly alleviates the performance issues related to rendering, as distant objects typically require fewer details and are less relevant for the player's immediate experience.

By substituting distant 3D models with a skybox, you effectively eliminate the need to draw and calculate certain complex elements that would otherwise be present in the scene. This leads to a reduction in the overall number of draw calls, which is critical in optimizing performance, particularly in a VR environment where maintaining a high frame rate is essential for user comfort and immersion.

The other options, while they may contribute to improved performance in specific scenarios, do not directly address the immediate challenge of high draw calls from distant objects. Optimizing textures and decreasing texture resolution can help, but they primarily focus on texture memory usage rather than reducing the load from draw calls. Adding more lights would generally exacerbate performance issues, as additional lights require more calculations and can increase draw calls as well.

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