I’ve be working on this game, and it runs ok on my laptop (15 fps but doesnt freezes) or maybe im just too much time on this that ive already got used, my friend A, said it’s latpot he cant even play at 1 fps (everything stucked no playability), my friend B said, everything is ok and works fine (30 fps), so i dont know how to judge neither evaluate this performance through it. I’ve took this picture of the profile, besides i barely know how to evaluate it, i noticed that the section called Others, has the more impact in game, I got a question about this section, is there anything that is not native of unity inside Others that could be optmize, or is it only default unity background code that we cant touch and manage to optmize in this section? (really a novice question but i dont know what Others stands for exactly).
In this test ive noticed rendering caused a lot of turbulence, didnt caused on the others but I decided it to post with it anyway. By the way im also posting a build of the project, would be extremely appreciated if you can also test and post me your configs fps and overall feeling about the performance, since i got no paramters to know if its optmized or not, or if is just this friend A.
But if i can, what could I optmize? And how do I interprete the profiler properly I’ll also post the .data of this test here for download.
Well, would like to help, but I’m not gonna register to another DL sites. 15 FPS is insanely low. I’m running over 1.5 million polygons with bunch of skinned meshes, also writing directly to GPU with over 300 FPS. Laptop, MSI GT76.
Using Profiler is really good, but understanding this massive loss of the FPS must be in your code or the setup. I never use the profiler.
Few questions;
-How many lights are you using?
-All shadow casting?
-Anything baked?
-Insane loops in your code?
Actually you give very low amount of information for anyone willing to help you.
What I’d do;
Switch off game objects and scripts one by one, and see where the bottleneck is.
I see two things on there- Looks like your rendering is taking too long over-all, but the spikes are caused by something else. Looks like Garbage Collection but I can’t quite tell because the “Garbage Collection” and “other” colors are so similar. If it’s actually GC, then it might help to look at the memory profiler. It is a separate package: https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.0/manual/index.html
For rendering, try the frame debugger for more detailed info:
Im really a beginner at using Unity Profiler,
_Up to 30 lightins in scene
_We are not using baked lights everything is on real time.
_We got a feew loops besides the spikes are not much affected by them, there are a few things that could be optmized.
Will try this!
Thats very nice! I actually have noticed that the main source of it is the Others section but i dont know what is in the Others section tho, I need to study better the Profiler maybe, but also Rendering is equaly concerning in terms of processment.
I think the amount of lights might kill your performance. I never use more then 3 lights, and those illuminate only the characters. If you also have shadow casting on for all of them, it is a problem.
If you have static non-moving objects, just set them static and set your lights baked and bake.
If this is no-go, create a script, which activates and fades the closes light sources when near by and keeps the rest inactive.