Stage 1; aiming for an immersive atmosphere.

This is my first project so I haven’t jumped onto the normal/bump maps or beast mapping just yet. I’d like to manage a smooth fps with an expansion level. There are 5 planned outdoor areas around this size. The house will be redone. In addition to a waterfall and a mist effect that helps limit the characters vision (like Silent Hill 2 did so well - to limit fps while adding atmosphere.)

Up until recently the level had about 200-300FPS easy on the island the character is currently located at. But then I built the mini-island behind it, as the bridge was too long and monotonous. It was made up with some trees, flowers, and basic textures - but suddenly the frames plummeted to 60fps - even when not looking at the mass.

I’m running a laptop with 512mb dedicated and 4 gigs of ram on windows 7. When aiming the camera at the wooden door it staggers at 60fps. Then turn the view just a little to the left or a little to the right… and right back up to 200+ again.

If your bored or curious, could you run around the island a little and get a general feel of it?

I would really appreciate any advice, insights, or observations when it comes to the overall, technical, or style.

The models are all my own with the exception of the red oriental trees which will eventually be replaced. There is still much work to do in this one area, I’d like to redo models to make them more efficient, better looking, and help bring the whole thing together with vast vegetation and wildlife.

My goal is to make it feel “alive and breathing”, with some funny little interactions that won’t have any real impact on the game play itself, such as randomly a bunny will hop onto the path and look at you, then scuddle away.

Previous I had the windmill animated, as well as the attic blades, and wooden gateway door - string pulls down, bell rings, then doors swing open. Though those are currently being redone.

Thanks for reading

Here it is.

It says that there’s a missing folder.

Lol your missing the data folder, you just gave us the .exe!

if its the island from the demo your altering then its probably a zoning issue, that’s what it sounds like but i don’t know if unity even uses zoning. Part of your level is leaking into another part, so when you look at the certain area your comps forced to render the entire level at once causing a huge drop in cpu.

Other than that check for random instances of objects, or something that tries to run from looking at your door glitch. If all else fails remake the whole shebang and see if it still does it lol.

Be easier to tell if we could play it though lol.