Severe performance issue with lots of sprites on screen

Heya!

Making an isometric game, that is all done with sprites. Unfortunately, my performance is crippled due to “render.transparentgeometry”. After some research, apparently it’s the sprite renderer that leeches off the CPU instead of the GPU.

This is my scene with just 5 different sprites:

It’s a grid of 64x64x5. I intend to make grids of up to 256x256x15 in the final product, but if with these few cells and next to no gameplay I get 15 FPS and this performance, I’m scared:


The cells are stupid, and only have a collider to check mouse interaction. No physics involved.
The materials are default Sprite mats. No canvas activated in this scene.

Any suggestions?

Try disabling the sprite renderer of those not in sight, in the end there arent many that really need to be shown.

Anyway seems strange, what kind of sprites are you using? any effect/shader? can you show the prefab settings?

I noticed the sprites were far too high quality. Adding a DoF and using atlases, I reduced drawcalls from 6k to 50.

Going to leave this here in case someone encounters the same issue.