Architectural project optimization tips?

I currently working on architectural project, and being having around 2.1 Million triangle on the screen i get only 16-35 fps on complex building, 50-120 fps on small building, this is on development workstation which is i7 and gtx 480, the strange thing is the scene only using around 7-20% of total gpu load(monitored through the gpu-z).

My camera utilized some post effects like motion blur, color correction, sun shaft, bloom and flare, the lightmap and culling hasn’t finished bake, currently baking 1 part of the building tooks more than 3 hour(30%) and it’s only on preview+low quality culling lol.

My texture mostly either nature(tree soft occlusion bark leaves), parallax diffuse, diffuse shader, and some water shader.

Now for these project my i expect more than 3 Million more triangle to be added soon, that 2.1 just 40% of the full of my project, now how i squish full power of my workstation because it’s going to be used also as in my presentation to the client. I really need advices, tips, tricks on how more optimize these kind of project.

Oh yeah now i can understand why we should need unity 64 bit editor and player :stuck_out_tongue: so i voted 3 for that :), on this project unity only using 1.1 gb of 6 gb total, the interactivity kind of a bit sluggish :(.

Without knowing a bit more its hard to comment but I would suspect that you either use polygon colliders everywhere or just plain simply run out of drawcalls

What you need more to know about these? , the rendering path i set as the default which is player setting.

Yes all of the entity is collided ;), so the tricks is to turn off collider on some part of the object?, any more tricks that i should now?

check out profiler - it will show you more info (if you are cpu bound)
also try to disable dynamic\static batching (there are some issues with batching so many triangles)

Thanks, mostly it deals with camera.render, i assume my post effect consuming too much?, what’s the differences between statis mesh and dynamic mesh?, is there any plan for these issue fixed? or any new system/examples about more advanced content caching?

I hope, this is fixed soon.

Realtime shadows distance? render mode?
Break the project up in smaller pieces, use a multisub material for them and then do an occlusion bake.
use standard diffuse and bump instead of parrallax, realtime reflective shaders are very exspensive (water).
Are your trees manually placed or are they billboarding?
Sound in your scene?
Post effects are also exspensive
lose the motion blur and sun shaft and use simple glow or bloom and flare.
Don’t know about color correction.

Bake overnight :wink:

Will take your advices to my list, another thing i am testing is to patch my compiled presentation with LAA(Large Address Aware) patch, i noticed some more performance and smooth, don’t know exactly either just my perspective or really a changes, haven’t done any real technical proof yet but 5 minutes test doen’t have any crash ;), my content doesn’t have much game mechanic so be aware if patching with those games with full of it, atleast temporary solution until unitl UT interested to develop 64 bit, probably v 4? :frowning:

Material Converter helps you to prepare a shared material from two or more identical materials which differ only in textures and color.It combines different textures into a texture atlus that can be used by shared material.It auto remaps mesh’s uv into texture atlas.

Material converter is available in the assetstore Material Converter | Modeling | Unity Asset Store
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