[SOLVED] Same ms (FPS) in different situation? What is going on here? (batches , tris , Pass calls)

Default HDRP + the vegetation engine (Asset) Demo

742 Batches | 1.6M Tris | 145 Pass Call (18ms ~ 20ms) (44FPS ~ 56FPS) FullHD

Book of the Dead (Unity technology)


11070 Batches | 18.2M Tris | 444 Pass Call (18ms ~ 20ms) (45FPS ~ 55FPS) FullHD
also, the 15000 Batches and 23M Tris have the same result as above.

full HD or 4k and even smaller resolutions have the same result.

My system: 32GB Ram DDR4, Intel core i9-10900 2.8HZ, AMD Radeon RX 6800 (24 VRAM)

Unity 2022.3.7f

1- Can someone explain more why there is no difference between these two? A very simple scene and a completely complex but the same performance. and what happens if these two scenes play on a weaker system can result as same here?

2- How can I find out how much limit is needed for batches or tris for the target system? (minimum system requirement)

3- And also what are the suggestions to get more than 60 frames per second in this situation? (For example, a game like Sons of the Forest runs on this system with maximum settings higher than 90fps. What factors could this depend on? Shouldn’t HDRP be used and everything done manually?)

Thanks Unity team for your hard work, and thank you for your time!

Chances are, your Editor eats some of ms.
Do you got V-Sync enabled?

Test in-build as well. HDRP is known to be editor heavy. Also, profile, see what’s eating up the performance.

No, V-Sync wasn’t a problem. I understand why this happens I am very dumb.
I feel like I will sound stupid if I say it :smile: but maybe someone will come across this issue like me. I happened to set a limit between 45 and 55 frames through AMD Software and this cause the issue.

now I got 80 ~ 100 Fps in Book of the Dead and 180 ~ 220 FPS on TVE Demo which is completely fine.

noob:smile:

EDIT: i don’t know how to close this thread

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Yes I know HDRP is really heavy but that wasn’t the issue. I was like How How even this possible ??? :smile:

You can edit thread title. Either manually add somethin like “SOLVED” or see if you can do that through a color dropdown.

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This is actually a big “Gotcha” that trips-up a lot of people. I mean the whole graphics driver settings overriding Unity settings thing. A lot of times it’s V-sync because I think in NVidia you can set it to always have vsync on regardless of application settings.

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