Help|Problem with low FPS

Please help me with this topic too:
http://forum.unity3d.com/threads/69551-Help-Low-FPS
To the topic:
Hey guy’s,
See this topic:
http://forum.unity3d.com/threads/69551-Help-Low-FPS
and come back and read that:
Okay,
I was low FPS (Like 10-15 FPS),
Then Tree guy’s tell me how to high it.
And now it’s on 90-100 FPS.
But have a new problem,
In Unity3D Editor I have 90-100 FPS (In the “Stats” Box),
But when I play the game,
I have 45-65 FPS…
Why It’s do that???
How can I fix it?
TNX For the helping!!!
I still need ways to fix the PFS, Because I want to be with 170-200 FPS.

Do you have different quality and/or screen resolution settings between your editor and your built game?

vertical sync in standalone?

Although fps can be improved by a number of ways (optimized art, optimized code, etc) it isnt feasable or neccesary to achieve a framerate of that level. Most games with really beautiful fluid graphics top out at 60 fps, so hitting 60 is probably as good as you need to go. Not to mention a monitor will only refresh at a certain rate. The monitors i use have a framerate of 60 hZ, so anything higher than that wont look any better.

The only reason to hit a framerate like 120 is if you were using active shutter 3D, but even that requires a monitor / projector capable of rendering that quickly.

FizixMan:

No,I doesn’t have different quality

Nikolay116:

What?

There are normal monitors that do 120, in particular any decent late-model CRT and more recent LCDs. 120fps is a good target if your visuals aren’t super high-end, since it’s noticeably more fluid than 60fps. Anything above 120 is mostly pointless though.

–Eric

So waht i need to do?

Like i sort of said, its hard to tell someone how they can make fps better. The only efficient way is to post your entire project so we can see what art assets you are using and what sort of programming methods you are using so we can better advise on how to improve your program, but thats not really something people are keen on doing (and please dont put your entire project up here, it was a hypothetical thing!)

Look at the profiler in the unity editor and see whats taking up the most processing power. Try to figure out what is the bottlenecks of your game and work from there.

Eric human eye count ~24fps+ as continuous so if it is not superfast reaction game 60fps is sufficient… of course that higher you can have the better but you can exchange that 120-60 = 60 fps for doing some usefull magic behaind the screen and in general improve on gameplay or artistic side than have half empty gameplay/fun starving game :slight_smile:
how much fps is enough is neverending battle… :slight_smile: so in general as much as you need yoda will say…

UP.

the main reason why on the stats window on untity shows the frame rate so high instead of the actual game is because of what the camera sees at the moment. on the actual game it might be using a lot of rendering power and the fps are now being averaged instead of just looking at one place. and you might have your render settings on the editor low. and on the actual game fantastic or someting as an example. that could explain the difference on frame rate versus the editor and the stand alone too.

So…
How can I fix the problem?

I took a peek at some of the videos you posted of your game. Maybe try some things like:

  1. disable realtime shadows
  2. disable the grass foliage
  3. reduce the size of your textures

See if doing either of those things gives you a significant boost. Also, can you post your computer stats, and what quality settings you’re running it with?

  1. disable the grass foliage.
    How i destroy them?
    because i ws tryed to destroy them but i can’t…
  2. reduce the size of your textures.
    You mean that i need to go all object and change the texture?
    But it’s will be not reall game without good texture…
  1. Disable it in the IDE? I’m not sure, I’ve never used foliage.

  2. This is about diagnosing your low FPS, if you disable or reduce the quality of your textures, and your FPS gets high, then at least we know the primary culprit. If it is the textures, then likely you can strike a happy balance between quality and performance.