Racing Game Graphics Help

Hi i am developing an endless racing game… i want to improve graphics with optimization… can anyone suggest me how can i achive AAA quality graphics without lag…

PS: this is my stats of game but i got great lag and FPS drop on my Mobile (Nexus S) how can i increase my FPS on Mobile?


HELP PLEASE

Looks like you aren’t batching much. Batching will help, but it is just one thing that will help.

http://docs.unity3d.com/Documentation/Manual/DrawCallBatching.html

http://docs.unity3d.com/Documentation/Manual/OptimizingGraphicsPerformance.html

Improving framerate depends on alot of factors. More things you can do is reduce the complexity of your geometry (Use less tris on meshes), use simple shaders, culling, etc… Use the profiler to identify where the bottlenecks are.

Your rendering stats looks ok to me, but your car seems to have many more polygons than other objects.
I have more draw calls and tris running ok on Android (also racing game), so maybe it’s your scripts that cause lag. Or it could be that your shaders are too expensive (can’t tell looking at draw calls and tris…)
If you use lot of physics you could also make the fixed time step a bit bigger.
And reducing the rate of calculations seemed to help in my game, I moved as many things out of Update and FixedUpdate as I could, and used InvokeRepeating instead.
Is you target 30fps or 60fps? if it’s 60 you need to reduce something because Nexus S is an old phone. But you should be able to get 30fps with some optimizing.

Is that fog I see? I tried fog once on mobile… Uh no.

Really? Fog doesn’t seem to have almost any effect on performance for me.

It was only 2.5 years when I tried fog on ipad1 and failed. Figured it was the heavy use of transparent object… But alot has changed since the ipad1 so maybe light density fog will have little overhead on current devices.

Yes, the iPad 1 seems to have some fillrate problems so thats probably the problem there.