## 4 Performance Analysis of the Generated Models in Virtual Environments
### Performance Analysis of Models
#### 4.2.1 Frame Rate
rate offered by different types of objects in the scenes executed for each of the Meta VR headsets used. As can be seen, all devices offer performance close to the 72 Hz refresh rate in the form of FPS for LP objects up to a quantity of 48 objects. Beyond this number, the frame rate starts to fall to 60 FPS, which is still smooth enough to offer a pleasant user experience. However, in the last scene with 96 LP objects, there is a severe drop in the frame rate, especially in the Quest 2 and Quest Pro, due to complexity spikes when one or two objects were manipulated while a large number of them were being rendered. Regarding the MP models, all devices struggle to varying degrees when handling 12 objects, with complexity spikes affecting the average FPS, as can be observed. This is more evident in the next scene with 24 MP objects, although the Quest 3 handles these types of spikes better due to its more powerful CPU and GPU hardware. Looking at the data obtained for the scenes with HP objects, neither offers a reasonable frame rate to provide a good user experience. A considerable detriment in frame rate can be observed for a similar quantity of polygons compared to the scene with 24 MP objects, whose quantity of polygons is even higher. Focusing on the scenes with LP objects, specifically the one with 72 objects, executed on the Quest 3, we obtain a frame rate 3.91 times higher despite the scene with 4 HP objects having only almost twice the number of polygons (1.97 times more). These data highlight the effect that other factors such as the number and resolution of the textures generated for HP and MP models have on performance. As previously mentioned, the number of textures generated by Luma AI for these types of model is much higher compared to LP. In terms of fluidity, we can observe that LP models would be the most suitable for inclusion in a VR shopping space that aims to house a considerable number of models in the same scene, trying not to exceed 72 objects with characteristics similar to those used in our study to avoid complexity spikes that negatively impact the frame rate. On the other hand, it is not advisable to use HP models from Luma AI due to the low frame rate they offer, which could only be resolved if executed with VR headsets connected to a PC with powerful hardware to help render the scene, thereby limiting the user's shopping experience. Finally, the use of MP objects could be an alternative in scenes that do not require a large number of simultaneous objects, such as simple shopping spaces with a single virtual counter. However, this would mean losing flexibility in setting up the scene, as computing power would be used in a greater number of polygons and textures which, according to the results of Section 3.3, offer a visual quality improvement of less than 10% compared to LP. Figure 9: Average FPS obtained for each device and type of object. The number of polygons is the total of those for the objects loaded in each scene. LP = Low-Poly objects, MP = Medium-Poly objects, HP = High-Poly objects.