Making terrain static kills performance.

I have a very large model as my terrain, it contains many meshes because it hit unity’s limit. I marked them all as static and when I play it is extremely low framerate and if I move my mouse just a tiny bit the camera flies around.

I thought marking as static was supposed to make it faster? I don’t believe I am moving it via script anywhere.

How big of a difference in framerate is it when you don’t have it marked static?

Is it also slow when not static?

Maybe you just have to complex of meshes (you did say you hit unity’s limit).

It runs extremely smoothly when not static. I don’t know how to measure framerate but in the stats thing it has this:

static: Screenshot - 96ab549444ea583b1452afa33c9af856 - Gyazo
non-static: Screenshot - b405cf88d92e4ed7b5136890d42dd221 - Gyazo

But the static one even though it shows higher fps it gets like 2-3 and the non-static seems 60, no noticable lag at all. perfectly smooth

Is it possible you’re hitting a memory limit and now have to constantly push data between RAM and VRAM?

Only 880MB ram usage for the unity process. If thats what you mean