Squeeze out performance

I am really trying to understand what costs more in Unity.

Here I have 1 model- the textures are light-mapped so there aren’t any lights, and no physics. My draw calls are 4 compared to 51 in the warehouse sample- my used textures are lower by half and VB total is 16 compared to 200. Why does the warehouse run at 30fps, and I can’t get more than 15fps in my tiny test scene?

Thanks!

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My guess is although the number of tris is the same in both scenes, in your scene all the tris are animated, whereas in the warehouse only a few are. I would try keeping your animated characters less than 1000 tris.

Is 30fps really a typical framerate in the warehouse demo? I only get 30 when I’m up against a wall facing it so that hardly anything is in-frame. The rest of the time it is about 10-15fps.

On my iPod touch I am getting a consistent 20-30 fps.

You seem to be rendering a character, is your character skinned and animated?
That is of course a lot more expensive than just a lot of static meshes. If your character is 7000 triangles, thats definately way too high poly for the iPhone. Try getting it down in a range of 300-800 triangles.

Thanks everyone for the replies- there is a benefit to being in a different time-zone and waking up to answers!

OK- so the budget of 7K polys is as long as they aren’t all moving :slight_smile: got it.

I’m onto Maya now for a few days of deleting Polygons.

C-

Chuck,

It would be very useful if you could post any results you find when reducing character animations as I need to look into doing something similar with one of the games I made last year.

Any info on how many tris you managed to squeeze a good frame rate out of an animated character, would be much appreciated.

Thanks,