Whenever I face one of my walls, my FPS instantly drops to ~25 - 30. Normally it’s around 60fps but whenever I go near it and/or look at it the fps drops. Anyone have any clue why?
I don’t know what info to give so just ask and I will give as much as I can.
Are there possibly any other assets which might be visually hidden behind the wall but still rendering?
If not, well, hard to tell with that limited information. We’ll need more details in order to help, or a (stripped) version of your project to check the error and see if that is reproducible.
Based on limited information it could be the following:
Collision/Physics Issues that cause weird results (sputnikbar).
Rendering Overhead/Overdraw/Culling Issues (Glockenbeat).
Any improper code that has any relation to the wall or player.
GPU/CPU overhead Issues where there a lot of things that are ‘expensive’.
Hardware Limitations(?)
…?
Do the walls have a shader applied that you created or downloaded? Does the wall have a script attached to it? Can we see a picture of the components the wall has? Also, is it happening to that specific wall or to every wall?
First person walking around in scene no problem, but when facing a wall really close but not clipping it, drops the performance a lot.
The strange thing is that the Frame per seconds stays the same, but the performance ( laggyness ) increases huge. I have no clue what it causes. Turning off screeneffects didn’t help and the objects being hidden by occlusion works. Does is have to do with camera clipping?
It’s anoying, and I can’t fix it. I’ll see if I can report this bug if I have time. Because the project is 5GB big, takes me lots of time to send a small test case.
Were you able to fix this issue? I have project with the same problem. Facing static geometry close with the camera make a visible drop in FPS, however the profiler keeps a steady 60+ fps.