Low frame rate with low draw calls and tris

Hello fellow unity users,

I have a scene where i have a terrain, water and some objects from wich is 1 animated with skin.
I’m running this scene with 60-65 fps on standalone and 150-160 589x442.
I have the quality settings set on fast, got no shadows no vert sync and renderer on forward.

Draw Calls : 27
Tris : 7.8k
Used textures: 27 - 7.4 MB

3G Ram
Intel duocore @2.53 GHZ
ATI Radeon HD 5970

All objects have 1 material and are optimized and combined with combine children.
at the moment there are running no scripts except for 1st person controller.
when I delete everyting from my scene I win like 2-3 fps and on standalone 10-20 fps.

I mean 60-65 fps is cool, but with nothing in it I fear for upcomming things I am about to do.
and i dont get why its such a big diffrence in fps between the resolutions.

It’s just vsync capping it probably. Try throwing a ton of stuff at it to see if it slows down further.

If you have Pro, you can open the profiler and look at the framerate there.

I did this and i did not slow down but the fps dropped

Are you sure VSync is off?

I had the same thing happen and it was that issue.

Check what quality setting the editor is in and disable vsync for that mode, see if it changes.

I opened the profiler and it told me it was around 600 fps, so that should be oke.
I hope its just the stat being stupid and not the actual fps being stupid

Yeah i’m sure it’s off, it was set on Fast and i checked it 3 times before even posting here.

Odd… could be something to do with your video card drivers limiting the framerate?

I just updated the drivers and it did not help, when I looked in to the profiler it said i had 600± fps so I think it’s cool.
at least my boss says it’s oke now :stuck_out_tongue:

have you set meshes/terrain to non-reflective layer if you don’t want it to reflect? it can save alot :confused:

That’s just default right, i’ve never seen non refective layers:P, but it does not reflect so I assume it’s not set to it