When viewers switch from high frame-rate experiences to low frame-rate experiences, they often don’t have words to describe the loss in quality, but can tell that something doesn’t look right. In short: low frame rates ruin the illusion.
This can be challenging as Looking Glass renders 45 simultaneous views per frame. This is an expensive operation when not managed properly.
The ballpark range of the upper limit of polygons the system can render on a typical high end gaming computer is about 200k to 300k polys. This guideline can be bent under certain contexts as long as the final experience is tested.
Keep Draw Call Batches Low
Having many different textures on different objects under many different lights will multiply out to be many different draw call batches. If frame rates are too high, try unifying the lighting and textures to lower the batch count.
Draw only what's important
Make sure to disable any unnecessary scene elements to only render what is important.
Use the View Interpolation
The HoloPlay Unity Plugin View Interpolation will skip intermediate renders (and interpolate from captured renders), lowering computation cost. This can be used to increase performance.