I am developing an Android game which is based on VR, In game player is free to move around an amusement park which will be filled with stuff like stalls, toys, Ferris wheels, rails and other carnival rides. Now if I put a big mesh like rails and Ferris wheels which have around 400k+ polycount each and when I run it on my smartphone (galaxy s7 edge) I face hitching and lagg viewing the scean in VR. I also reduced polygons from some objects, fixed texture resolution but still no way near getting it close to run at 50-60fps.
If you are building it for Oculus platforms, here are some performance requirements:
To optimize your game:
Read More about optimization for VR.
Read More about Graphic Optimization in Unity
Hope this helps