Low Fps if camera comes closer to surface(URP)

Hi All,

I have a rectangular shape room and I am showing complete room by placing camera at top of the room. If my camera is far from the room’s floor then I get 60 fps but if I take my camera closer to room then room’s floor will cover 75% area of the screen. In this closer view the fps is dropped to ~30. I am using URP and shader is “Universal Render Pipeline/Lit”. How I can fix this? I Would really appreciate If I can get some help for fixing this issue.

There is no where near enough information for us to tell you what to do. Are you CPU bound? GPU Bound? Bound by bandwidth? Bound by shader complexity? Bound by geometry complexity? Are you targeting mobile? Desktop? Once you collect all of this information it will be much easier to answer and likely you will already know what needs to be done anyway.

I am targeting mobile device with 2GB Memory. There is no complex geomatry as I am using Unity’s Quad. It’s a simple scene having only one quad and a camera. No complex shader as I am using Universal Render Pipeline/Lit.

See if you can use the profiler to get more info. It’s easiest when you run the game in the editor, but If you are seeing this slow-down on your device, it’s also possible to profile a build on your device:

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Like kdgalla said, the profiler is the next best option to ensure you aren’t CPU bound. But given the information so far I’m leaning towards GPU bandwidth, likely caused by overdraw. Are you using transparencies on your objects? They are known to cause a lot of issues on mobile platforms.