Okay, this is weird. I can run the tropical paradise webplayer, plenty of grass, water, trees etc but in Unity, I have a terrain using 3 textures, no tree’s, no grass and just a standard fps controller with one weapon. One directional light (force vertex) and a lightmapped terrain.
Why am I getting only 5 frames per second on that when I get over definitely over 15 fps on the tropical paradise demo, it just doesn’t make sense!
I had 3 AI scripts (modified versions of the FPS tutorial) two little huts (around 500 polys) Some weapons with scripts (2), the player’s GUI (just a red bar plus FPS counter)
103 drawcalls is definitely more than what you are listing above to be present.
sure you didn’t forget about stuff below terrain, far away, small or alike
that you didn’t place multiple water surfaces / reflection refraction surfaces (reflection actually would explain that all quite a bit)
scroll down to trial and error in the first section on resolution. the images at the right show a 512 terrain producing 103 draw calls. somewhat coincidence (he’s got more textures on the terrain etc) but probably a place to look.
depends on what they are applied to. if they are “just there” then you are naturally right.
with over 100 drawcalls and what he mentioned to have in the scene, I would guess that at least one reflection material is present and in that case, the 950 / GF5200 definitely would lose a serious amount of performance. now assume that it are 2 mirrors → 3 renders, 3 times the drawcalls and polygons and you have a good reason why it would die …
no disagreement at all. i wrote it poorly but meant there’s more than one area that probably could use work. all the way down to combine children with like materials etc too…