Hello!
I can’t find the issue why my game is slow as hell…
The FPS drops under 5!!!
Draw Calls: max. about 250 Saved by batching: up to 1300
Tris: under 350k Verts: under 200k
Used Textures: max 5 2,7MB
VRAM usage: 3,7MB to 25,8MB
VBO Total: 2706 - 19,4MB
Shadow Casters: 0
Visible Skinned Meshes: 0
It’s a multiplayer game.
State control is only used for the low-poly player. Everything else in the scene is static. (see batching…)
At the beginning i use Network.Instantiate a few 100 times, so the traffic after 15 seconds is:
bytes sent: about 70k
bytes received: about 10k
message bytes queued: about 50k
After playing 2 Minutes without any further use of Network.Instantiate:
bytes sent: about 120k
bytes received: about 60k
message bytes queued: about 80k
There are max 2 Players and they only use the build-in Character Controller, Mouse Look, Character Motor and FPSInput Controller scripts.
I don’t use the Update-function in any of my self written scripts.
CPU usage without testing the game: about 10%
(old slow pc(AMD A4-3300), but thats ok, it should run on android and iphone)
Running a single (builded) instance of the game (all Objects instantiated):
CPU usage: 90% to 100%
Running two instances(Server and Client):
CPU usage: always 100%
Running two instances on 2 PCs(Server and Client):
CPU usage: 90% to 100%
If someone could gave me a hint how to reduce CPU-usage, i would be very happy
Thank you in advance
reposted at:
http://forum.unity3d.com/threads/reason-of-high-cpu-usage.282620/