
why the fps is so low?

why the fps is so low?
Your image says the main-thread needs 104.4 ms to compute a frame: That’s quite high. I assume that your scene contains some scripts that do some heavy calculations in their Update-functions. Try to disable some scripts until you identify the script that uses so much CPU-time. In case you have Unity Pro, check out the profiler and look for the script that has the highest value in the “Time ms” field. After you’ve found the script that causes the lag, you can try to optimize it’s calculations.
Also 1248 are quite many. You should definitely introduce techniques to batch draw calls, combine geometry and so on.
i have a scene around 300.000 polycount with a player around 20.000 polycount…
but i think the problem is on HARDSURFACE SHADERS and Substace SBSAR files …anyways what do u think?
We have no way of telling with the information supplied. I can safely say the profiler shot is useless. Are you changing substance materials every frame?
no,i use sbsar material only for the output produced,i use the normal map and specular map,not the sbsar material
Well, something is not right. Your first shot shows 104ms total per frame time, but your profiler is only showing 15ms. What changed?
[EDIT: Actually, taking another look at it, it seems you are GPU bound rather than CPU bound. You have a shader problem]
Yea, seems like the shaders since that 60%+ usage on one thing is quite high.
You’re GPU bound. To run at 60 FPS, you have to do all your work in 16.6ms every frame - from that profiler shot, shadows and postprocessing alone account for over 16ms - that’s before any regular rendering of geometry is taken into account.
What graphics card do you have?
nvidia geforce 9800 gt…but i think the problem don’t is on videocard,the same issue is reported on my laptop…i am using actuallyu HARD SURFACES SHADERS from unity…and a lot of bitmap2material 1.6 to compile Normal map and specular map

For an 9800GT, 300k regular polys should be fine - but as you’ve said, it may be the Hard Surface shaders, they are expensive compared to simple bumped diffuse surfaces.
The Bitmap2Material stuff shouldn’t matter as long as you’re not changing them at runtime - they produce various textures for you but using those textures is like using any other texture.
Also, while you might only have 300k polys of geometry, your first post showed 1.5m polys being pushed (which IS too high for a 9800GT). This could be caused by things like lights - under forward rendering, every light that touches an object causes the object to be redrawn. You get one directional light ‘for free’ (included in the base pass) but every other light can increase the polycount. Note that a light touching an object causes the WHOLE object to be redrawn, so one thing you can check is that your geometry is broken up into multiple GameObjects so that lights aren’t redrawing more than they need to.
Wait, you have 22 materials on one mesh?
Is your entire scene one giant mesh? How many lights do you have hitting that mesh?
for the moment i am using only ONE DIRECTIONAL LIGHT
another thing i noticed:if i don’t maximize the Windows in the editor the fps jump around 55 fps…when i maximize my screen my fps go down drastically to 15.5fps