So far I made 2 simple Unity Games, that ended up being a Wallpaper Engine Program. So they are really simple. One of them consists of 3 simple Objects that rotate, the other is a picture background and a rain particle.
Super simple stuff, really easy to render and compute.
When launching both of these, the Unity start window pops up. The one where you can choose resolution and Graphic Quality. Setting it to Low is fine, but setting it on Ultra makes my Graphics Card (GTX 1080) go all high up, with the fans on max as well.
Why? Both “Games” are a really simple thing to compute.
Is it that Unity just puts a huge Performance Load on the PC when you use Ultra settings?
Second Side question also in case someone knows:
Can you set the Graphic Option to some default? Because when running the Unity Program through wallpaper engine it automatically sets it on Ultra, putting my PC once again on high load. And I sure don`t want anyone to have a full used and loud GPU while running a really simple background…
First of all, how’s your graphics card? It might just be that you can’t handle your app… wallpaper… things. Anyway, if that isn’t the case (it doesn’t sound like it), check your code optimisation to ensure there isn’t anything hogging up your PC’s power (although I doubt the GPU would be affected by that), and finally, you can go to the Player settings, go and I’m pretty sure you can adjust your graphics quality (add and remove graphics tiers) there.
Hey, thx for the reply.
One Wallpaper uses no Scripts at all, just a Background Image, and a simple Unity Particle Emitter.
The Second Wallpaper uses 1 Script, that simply rotates the props. Really simple stuff. There is barely anything that needs to be rendered or calculated.
By default, Unity does not cap framerate - it will render frames as fast as the GPU/CPU allow. Even a simple scene will use 100% of your GPU if it’s running at hundreds or thousands of frames per second.
(You can limit this behavior with Application.targetFrameRate, or by using vsync.)
Apparently they are already capped at 60, but I included the FPS Limit Script anyway.
Seems like alot of the Performance is being used by the Light. It is either Realtime or Mixed Mode. I would use Baked, but that makes the Light alot darker for some reason, and I can`t change brightness or anything when Baked.
That didn`t helped. Once i make the light baked, it turns really dark and stays this way. I can get it brighter by copy pasting the one light, so it is two. But other than that, nothing works