Low FPS / Drawing thousands of primitives

I am developing an application that renders close to 20000 primitive unity spheres. When Hololens was profiled, the GPU capacity was maximized as expected. So I tried to use the mobile shaders as I read they are optimized for mobile displays. When I profiled my application again, My GPU and CPU were within the limits but my frame rate was very low ( 4-5 FPS, image attached). I assumed that frame rates get affected only when CPU or GPU reach their full capacity. Are there other factors that could affect the frame rate? Are the mobile shaders not compatible with hololens somehow? Any help would be greatly appreciated. Thanks

You’re just doing too much work. To draw that many things at a reasonable frame rate, you’ll need to dig into GPU instancing.

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or try using particles

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Thanks for the suggestions, Will try it out and let you guys know :slight_smile:

Also that looks like you are doing HoloLens development, and the hololens is a very low power device. You will struggle rendering high amounts of stuff on it at 60fps+

Is this not a good candidate for ECS?