Started with unity some months ago and want to know if my current game stats are ok for a dungeon game. Pics are with i5 and AMD R270x. In old pc with c2d 6400 and AMD HD 4850 512 ram it goes to 25-30 fps. Still dint optimize anything:
1200 setpass calls with 700k tris is pretty extreme for a scene where you can only see 4x10 feet ahead.
But it looks great!
Yeah I know I can optimize that later, but im more worried about tris and verts. That hallway is about 1.1m tris and 1.5m verts and I still don’t know if is ok for a pc game even if it gets good fps.
I’ve seen pretty similar quality visuals produced at about 1/10th of your geometry counts, but I am no expert on this and it’s a little hard to tell from stills.
You should check out steams pc specs, there is a huge segment of the market with lower end machines. IIRC HD4000 is like 20% of the market. With the new return policy, it’s really something to keep in mind.
Thanks for the answers. In fact that scene is only 500k tris but for some reason occlusion is not working and room on far left side is rendering too and there is a big wall to hide it. Also there are some chains and the torch is 100k lol. Anyway im still learning everything. About steam specs, I have a pc shop so I can test game in many pcs.
I was actually a little off base, HD4000 is only like 5%. DX10 is like 20%. Here’s the list, it’s kind of annoying that each individual card is broken out, so it’s hard to get an exact sense for things (since you need to sort of group up the video cards yourself to figure out what a good baseline is).
In case you didn’t find the stats page, it’s here:
http://store.steampowered.com/hwsurvey
100k for the chains is a little insane - but those chains also really look good!
Just remember that when you have badguys and animations and particle effects and stuff happening that you’re going to lose some fps, so once you figure out what kind of minimum specs you want to target - you probably want to be something like a 20fps buffer on a low end machine. You may also want to consider LODs, especially with the super heavy fog.
I’m really not anywhere close to an expert on the performance optimization stuff though, so hopefully someone more experienced can comment.
Why does the hallway need to be 700k tris? There isn’t much there that couldn’t be normal mapped. Most of your walls should be big flat planes. If there’s something there that needs 700k tris I don’t see it.
The chains don’t need more than a few thousand at most and your torch a couple hundred at most, but you need to bake normal maps from the high poly stuff for them to wear. If you don’t believe me, make a low poly version, bake down from the high poly version and put it in your game. You won’t see the slightest difference.
Have you made normal maps before?
Scene looks great btw
The Unity optimization help page says you can expect several million triangles at a time for a PC.
It tends to hover around 1 - 2 million
You have 2,000 shadow casters. So something is definitely wrong with what your doing. It should be around 100.
See how I got in trouble when I first started out:
Well i read that 800k tris was “safe” for a pc so i tired that (yestarday i read someone with a 4mill tris scene).I like detailed objects first and i use many decals. The door at the end use almost 100k and there are some chains (1300 tris each piece) and cords. There is also a 80k lantern. But i tried a mix of high poly and low to see results since im a unity noob and need to learn. Also i put all objects in same gameobject and i read is better for occlusion culling to “separate” them thats why some parts of the room on far left is rendering i think.
About normals the side walls if you can see in first pics that have normal, height and occlusion textures.
Still have to check about shadow casters. Tried lightmaping with horrible results (-20 fps and very bad quality.). But in that scene only the 2 torch cast shadows. If you can see the torch light radius is small so i only need to bake the column, ceiling and the wall i think. And since the player will use torchs and lanters i dont know if shadow casters should stay like that or no.
Thanks all for the answers.
To me, it looks like those parts on the lower ends of the walls are on a much higher polycount than they need to be. You could bake a normal map to just two quads. Then you should save a few thousand polygons, if not ten-thousands. (Not going to start counting here) Also, your scene has a lot of fog. While not seeing this as runtime, it seems like you could really get much lower on polycount without the player even seeing a difference.
Some parts of the Resident Evil series use very low poly models as well, if you look closely, but it doesn’t look too bad because the fog will usually make you not notice.
Also I don’t know what 3d modeling software you’re using, but Blender has a modifier called “decimate”. You give it a ratio and it automatically simplifies your meshes by removing excess triangles. It takes 5 seconds. I have been able to simplify a mesh by up to 90% with no difference in quality.
This shows the what happens. The two models are rendered exactly the same, you cannot see any difference.
I stopped here because it started loosing its smoothness and became too rough if I simplified it anymore.
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Although PCs can show a lot of polys, generally it is a good idea to try to get the poly count in the correct ballpark early on so that you have a lot of room to add stuff later. Adding lights can easily send your poly count through the roof, and characters generally need much more polys than environmental objects, so if you wanted to show 20 zombies coming down the corridor your PC would choke. I’m not saying you should highly optimize everything at first, but it can make your life easier later on if you started off initially by trying to get each object within a few thousand of where you expect them to end up.
Well after almost 2 weeks testing (and playing WOT) I got this:
1600 batches reduced to 560
1.1m tris reduced to 570k
1200 calls reduced to 580
1800 shadow casters reduced to 290
Also gained 10 fps.
No lightmaping since is not needed (almost all lights will be torchers or lanterns that can be used by player)
Scene is same except some poligons reduced in wall borders. But also I added more objects.
Nice. How did you do the fire? Is it an asset store item? I’m looking for a fire system on the asset store, not sure which one to get.
Not to get off topic, but what do you mean you were playing WOT? (is that WorldOfTanks?). I got rid of that game because they keep penalizing good players, and rewarding new players. Dont spend too much money on that game, you will regret it. :-{
Fire is from this but tweaked a lot to gain fps:
Yes i play WOT (i dont waste money), when i die and wait for another game i use unity :).