A scene inspired by one of the hallways in the bf4 campaign, just messing around. I didn’t make any of the props(but I have tweaked their maps) im mostly just toying with lighting. I don’t see unity pushed too often so I enjoy trying to make it look like the other better engines out there
I’m on a GTX 770 so originally I made this scene with everything render-wise as good as I could get it while still maintaining a minimum of 60 fps (but it ran at 110) but as youll see in the comments below people quickly fixated on the performance even though I warned them it would run slow. So I’ve uploaded a normal demo and the original ultra demo.
It isn’t done yet, I’m going to clean it up a bit so it looks prettier and can showcase just how powerful unity can be
I’m on a GTX 770 so I maxed everything out and it works well for me. My personal limit was the same FPS I got on BF4 in the scene on ultra (70 fps)
EDIT: Mind you it was an empty scene at the start of a campaign level, no AI or vehicles nearby. Plus if you remember frostbite was built to run on 2007 hardware for years so I’m sure they have some crazy occlusion going on, if you factor this in the scene in BF4 was also really simple.
Of course stuff can be turned down but I didn’t really build that functionality for this little scene.
Is there anything wrong with targeting higher end machines like many other games do? Just because a game uses Unity doesn’t automatically mean its targeting low-end machines (even though it pretty much dominates the mobile market)
even the low end version has some heavy delay on the mouse.
Nothing wrong with targerting higher end machines… when the game looks like crisis 3. But I could make this scene and make it look better… running on an ipad. No disrespect to the art, im just saying there is nothing there that warrants such huge performance drops.
It doesn’t matter if you’re “targeting high end machines.” Your scene is incredibly simple and should not be running at 70fps on a GTX 770. It should be running at more than twice that, in fact. I can not even begin to comprehend what this scene is doing to be running so poorly.
Alright, thoughts while comparing screenshots of all three scenes:
Your scene is entirely static, yet it seems you’re using realtime ambient occlusion instead of baking it. Why?
In fact, it seems all the lights in your scene are dynamic. Why? This scene is almost entirely static. You could bake it and get the same effect with less overhead. You could probably use light probes for far greater effect.
If I had to guess, you’re just using the Unity Pro effects like bloom and whatnot and cranking them up to 11. Most of the Unity effects included by default are kinda slow as hell. You should look into custom solutions.
Ask yourself this important question: “why does the scene need this?” for everything you add. I think you’ll find that the answer is “it doesn’t” more often than not.
I think the really ‘heavy’ mouse look script is making it pretty hard to judge the performance accurately. Is it some custom script or just the one from the standard assets with the sensitivity dialed down??
Ok so yea I realized the mouse script I used is too heavy and feels like lag, because theres really no way the low should be lagging because its absolutely nothing.
I havent baked a scene in a very long time (last project had to do with boats so you can’t really bake anything there lol) and couldn’t figure out why the lightmaps were wrong even though I’ve done it before. Figured it out and will bake it.
Only post effect im using is ambient occlusion and bloom, but the bloom is so light if I turn it off theres hardly a difference (less is more believe me)
EDIT: Apparently bloom hardly has a hit with my gpu but on other peoples it can be rough. And it doesn’t help that I had it on its highest quality blur.
I actually made a mistake, when I run it standalone I get about 110 on my 770 without the editor overhead. On battlefield 4 my 770 only gets 69 fps in a similar scene on ultra. Very few of you probably have gaming pcs right?
Can you please do that (no sarcasm) I’m interested, would you just bake it and be done?
Are you using deferred rendering? Forward rendering decimates realtime light performance, meanwhile I’m getting about 100FPS with dozens of lights with deferred rendering. Also, ambient occlusion is a real performance killer.
I’ve been playing with baking it for a little while now and this is the best I can get it to look, which isn’t as good as when it was fully dynamic:
Not to mention every friend of mine who plays high-end games gets well over 60 when running this scene un baked, how many of you would actually consider your pcs to be gaming rigs?
The spec on the walls seems a little strong. It almost looks like its white paint marks instead of just being specular response. It looks like its only affecting the middle area of the wall too, instead of the whole wall.
The base specular value of the lockers seems kinda low. The surfaces don’t read like metal to me.
The dust particles you have from the windows are moving really fast. They look less like floating particles and more like a swarm of gnats. (unless thats what your going for)
I feel like the hallway is a little cramped. Maybe it could be like 25 percent wider?
I think your doing a good job so far of building an atmosphere. Definitely feels like a run down, derelict building. Keep it up!
Nope I haven’t baked anything yet, but this is good to hear. Those saying it runs horribly would probably run high-end games horribly also (shouldn’t be any surprise there)
Haha no of course not, but once you factor in the culling going on in a top of the line engine like Frostbite you’re also dealing with a very simple scene. It was actually the very beginning also, no ai or anything. Most of the ‘game’ overhead would be taxing the cpu anyway would it not? Obviously I wouldn’t use a large firefight scene to gauge the performance.
I’m just getting mixed signals here. Some saying it runs terribly and some (confirmed gamers) saying it runs well. I know Unity has alot of mobile devs, perhaps they were expecting a 100% baked scene? With that logic couldn’t DICE have just baked their entire multiplayer maps into giant lightmaps and had it run at 60fps on the 360/ps3? Even though you were lucky to even get 30 fps in battlefield 3 on consoles…? Sure I could bake the maps for this small little demo area but what if it was a much bigger scene?
Smooth here. It only stutters when you’re going forward (W) and then pan with your mouse, so yeah, something wrong with the mouse controls. When sitting still, then pan with the mouse–it’s smooth.
I already have done that… here is something running on android tegra 2 processor… (PC version looks way better with all the glow and sunshafts and windows…) At the end of the day… if you use post process effects… you find the correct settings… you don’t crank them up to ridiculous amounts. That is more then likely your biggest issue. 2nd issue is draw calls… combine things… Though like I said your scene is like empty… and don’t even try to compare yourself to battlefield 3… your not in line with battlefield lol… You have a hugely powerful graphcis card… I should be getting 100 fps in your scene on my laptop with is running an NVidia 9800gtx … instead im lagging to hell… the high settings one gives me like 2-5 frames per second. I run the original crisis on this thing fine, but I cant run your hallway. TRUST ME … that’s a problem. Oh and if your not using deferred rendering… if your using forward rendering… every time an additional light hits an object it has to rerender that object.