So I basically have just 2 rooms, a small one and a big one, and I seem to have a performance drop, I tried to keep the poly count as low as possible and as efficient as possible while I modeled it in 3DS.
With my gun in hand, and my player right in the corner facing both rooms, this is that stats I get:
I’m not familiar with what Draw Calls and Tris are, I just know what Verts are.
I also noticed that the more lights I add to my scene, the lower the performance goes (by unusually a lot).
The lowest FPS I’m getting is 15, but when I walk to the center of the scene, the fps shoots up to a good 45 FPS.
I also noticed that playing my game in the actual game engine runs slow (15 fps at lowest), then when I build it and run it through the exe, it runs quite smooth (30 fps at lowest).
As a side note, I have a fps counter on my GUI just to test the fps, and there are times where I get this error when during when I play, I’m not sure what it is but it doesn’t happen all the time. This is the error:
OverflowException: Number overflow.
FPSCounter.Update () (at Assets\Misc Scripts\FPSCounter.js:5)
As a final note, I see that the fps counter(the one I made on the GUI) fluctuates wildly at certain times during my game.
Right now this isn’t a huge issue, but as I progress on my game, there will be a lot more rooms and such, and I don’t want my fps to be dropping to 2.
Thanks,