FPS drop when facing a wall

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.

anyone?

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.

Hi,

Did you check if you had Collisions between your wall and your Controller ?
Do you have an OnCollisionEnter / OnTriggerEnter ?

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(?)
…?

Depending on how the wall is drawn, etc… could it also be a fill rate issue?

Like I said, just ask if you want some more info about some specific stuff.
This is only occurs after I build and actually try the game.

This how my wall look like. I also noticed that one of my torches (which is on the wall) also give me A LOT of laggs, even if I play inside of Unity.

These are my specs.
GPU: GeForce GTX 660 Ti
CPU: AMD FX-8350 Eight-Core
8gb RAM

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?

I posted a picture of the wall:
http://gyazo.com/545137fc0c54b056e3d8dd83f36ca79b

It might be because you are tileing it too much since you also have a normal map applied to it. Try taking it off and see what happen s

Still nothing :confused: I tried lowering it to ~5 aswell but still nothing.

Are you sure it’s a real drop? The “stats” pop out is notoriously unreliable. Check it with a script like this one: http://wiki.unity3d.com/index.php?title=FramesPerSecond if you haven’t done so.

+1 That is what I use for my games. That is more reliable

I used Fraps to check my FPS, but I can use that script aswell, just to be sure, but my mouse goes slow aswell.

At first my fps is at atleast 60 then it drops to 30 or even less.

I can confirm this issue.

Issue is:

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. :confused: