performance issues...

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!

Check the global quality settings and the terrains “quality” settings; besides tree and detail settings theres also the pixel error stuff.

well that’s the thing, there are no trees,grass .

Do you have any heavy scripts?

How many draw calls do you have?

Maybe you accidentally created something like 10 cameras that each render the whole scene (happens once in a while…)?

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)

try hiding the huts see if that helps

Edit: put it up online somewhere, could be just your computer

I’ll test again soon, I’m sure it’s not my computer since the tropical paradise demo runs smoothly with lots of tree’s and grass everywhere.

oh and by the way, congrats on the launch of the gallery!

thanks

Just a long shot, but are you using textures that are non-power of two, or textures that somehow are not compressed?

That could cause the framerate to be much lower than expected. Check the textures you are using - they should be dxt compressed.

Should not cause a 3x drop in performance though.

Alec: You still did not say what is the number of draw calls (in Stats window of game view).

it’s pretty much an average of 103 draw cells.

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)

Here is a screenshot (the ai is behind those buildings)

have you looked at Lars’s excellent terrain tut?
http://www.unifycommunity.com/wiki/index.php?title=Terrain_tutorial#Detail_resolution

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.

You have 3 render textures.

given you have 64MB of VRAM the GPU itself must be pretty weak, so those 3 render textures could have a significant impact.

they are pretty much the reason for your serious performance problem there

i’m guessing 950 (mini?). the render textures shouldn’t account for all of it - tho certainly don’t help.

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 …

thats why I pointed them out.

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…

Where possible, I fully agree.

Thats a benefit of such hardware, you get bottlenecks thrown against your head directly, not “theoretical analysis what could be a prob”