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Industry breakdown · 2 min · 10/9/2026
PICKABOOM: Live Ops for Multiplayer VR
How PIGIAMA KASAMA runs PICKABOOM, a live multiplayer VR game in Unity: weekly updates, profiling every release, and holding 60+ fps on Quest 3.
What happened
PICKABOOM is PIGIAMA KASAMA's first multiplayer VR title, built in Unity. The studio ships weekly updates to a live game, so every release has to be profiled, optimised and safe. The team works continuously on memory and GPU cost to hold a stable 60+ fps on Quest 3.
Why it worked
- Profiling was part of every release, not a phase at the end.
- A fixed frame-rate target on the main headset gave every change a clear pass or fail.
- Live player behaviour fed straight back into the next update.
What we'd take into a client project
- Set a frame-time budget per headset in milestone one and fail builds that break it.
- In VR, frame drops are a comfort problem, not just a quality one; test on device every week.
- For live games, keep releases small and reversible so a bad update can be rolled back fast.
Related
Note: Feative Studios was not involved in this project. This breakdown summarises what the developers have shared publicly; the takeaways are our own.