Low Draw Call but also Low FPS

Hello,

I have a Scene in Unity that is getting a SPIKE of 416 Draw Calls (normaly I get 350 or less, even 280), 21k Tris, there are no Skined meshes nor animations, 840x630…

I’m usign the same material for every floor and every wall, there are some 15-20 lights (with more than half having " dust " particles under tham, really small particles) in the scene (with 2 beeing Directional Lights for Ambient illumination)

I have removed almost every Cast Shadow and Receive Shadow Possible, transformed everything into static, i’ve batched what I can using CombineChildren.

and yet… I’m having an FPS as low as 9 - 14…

130ms/frame

I don’t know what else to do… I have read every single unity optimization tutorial, i’ve made occlusion culling… I’ve tryied deleting ALL lights, all particles, tryied changing texture size inside unity, tryied removing every important texture… everything stays the same! What should I do?!

This runs on 30 - 40 FPS on an i7 with a GTX 260 and 12gb of ram…

This runs on 9 - 14 FPS on a laptop with core 2 duo, with 4gb of ram and a 9300M

Still, I know it’s a laptop… But it shouldn’t be running as low as this!

Please give me a hand…

Are you using OnGUI (Unity’s built in GUI system)? http://feedback.unity3d.com/forums/15792-unity/suggestions/1604963-gc-spikes-caused-by-ongui?ref=title

Nope, no GUI, just about the Shaders, Textures, Meshes, Particles, Lights, Camera Effects…

I just have graphics on my scene, no gameplay element for now…

You might want to check your code.

Sometimes if you are calling an object that doesn’t exist (for example when you turned off certain objects) then it will lag a lot.

did you try to profile? There is Unity Profiler just for that :wink: