Frames Per Second

whats a good fps count for an online game, right now its 9-60 but when i look on the floor for a long time it goes to 200? can some one tell me please why that happens and whats a good fps count for an online standalone game for unity .

Your framerate is changing because when your looking at the floor, the game doesn't have to render as much. You won't usually notice the same when looking at a wall because overdraw means you still have to draw the objects behind it. If you could see the stats, you might notice your draw calls drop dramatically when you stare at the floor.

A decent FPS really depends on your game genre. 30 FPS is considered fairly standard because that's approximately how often the human eye sends a new image to the brain. (Or something like that. I don't know the science behind it but I saw it on the history channel. So that's my source.) Now if you have a shooter, you might want a higher FPS so the action is smooth no matter what is happening on screen. But if you have some kind of matching puzzle, then 60 FPS is not necessary. So it really depends on your game. A good starting point is between 25 - 30 in my opinion, with 60 being about the highest FPS you could want. After about 60, the increase isn't normally perceivable to gamers.

The reason the framerate goes up when you stare at the floor is because there is less triangles to draw due to 'view frustrum culling'. This means the triangles outside the view of the camera aren't drawn.

Online is no different to stand alone, frame rate should be the same. I think you should 'aim' for 60 and accept anything over 30. If you're framerate is 30fps mid-development it could easily drop as you add things to the game.

Most AAA titles won't let the framerate drop below 30 ever. To do this you need to minimize the amount of geometry, this is done using portals, level streaming and occlusion culling. You also need to minimize the amount of time spent doing one update, the biggest issue here is disk I/O and memory allocations. Most data loaded in-game must be done asynchronously to prevent frame drops.

the framerate should not be less than 30 and 60 is the best framerate that you need because higher framerates are not recognizable by gamers.

there are different things that they affect your framerate. the most important one is the amount of polygons that should be rendered in each frame and the shaders and texture size and other characteristics of the scene. anything inside a frustum in front of your camera will be rendered. in unity 3 with umbra things behind walls will not be rendered and we will see a huge performance boost. the number of materials and running animations and even physics and your code all can have an effect too. basically unity should do all of them in one frame and it takes time to do all of them so less work to do means less time to render each frame. to know the bottlenecks you can use the profiler but if you don't have unity pro you can use the statistics window to see graphics card information and statistics. be careful because all of your users don't have a decent computer