at our project we noticed a big difference between the framerates in the build and the gameview. Its has a lot of vertices to render (up to 10 million and uses Deferred Lightning with 8 lamps).
In our example the view had around 20 fps, while the build with the same resolution had only 8-10 fps.
Is there any build option to get a similiar frame rate or is there any particular difference between the build and the gameview?
Might it be possible that the Occlusion Culling doesn’t work right in the build?
Regards, Florian
Is the build being ran on the same machine as the editor? If it's a different device, it could be the difference in power between the two that is causing the frame drops.
Seems a little wasteful to use an individual quad or sprite to represent each pixel of your pixel art game. You could more easily just make your art as sprites and then access the actual pixels themselves through Texture2d.GetPixels() Texture2d.SetPixels()
Its quite possible that the gameview window uses a Vertex Lit rendering path. this means the game isn’t running with the best graphics. Once you export [build] the game you can choose between Vertex Lit, Forward Rendering and Deferred Lighting. The Deferred Lighting will limit the performance and is usually used when the game is designed to be run on a handful of graphical specifications. This should help you understand
Is the build being ran on the same machine as the editor? If it's a different device, it could be the difference in power between the two that is causing the frame drops.
– jacobschellenbergof course it's running on the same PC. But I still don't have any idea, why it's up to 3 times faster in the editor with the same resolution.
– floricis this Unity 4.3? In this case check this out: http://forum.unity3d.com/threads/210543-4-3-Standalone-Builds-Really-Poor-Performance
– sebas77No, I didn't use 4.3, but it really sounds like my problem.
– floric