I have a little problem with the performance of my application.
My scene have this statistics :
Draw call : 325
Tris : 105.7k
Verts: 139.9k
Used textures : 36-49 Mo
render Textures : 5-11.2 Mo
Fps (300-350 FPS) 3.1ms/frame
I need to run this application on a QuadCore with Geforce 260GTX but I can’t have more than 40 fps.
In fact, I need to use a programm which it calculate the renderer 8 times and so I divide my framerate by 8 and I have only 5fps on my screen.
So i need to have 200 fps on my application to have 25fps on my screen.
I try with very low resolution, with fastest configuration but I have only 60 fps… I have desactivate all my script and it’s the same problem …
The performance is quite similar on my laptop without graphic card (8400M), it’s stange.
I think that my scene is not very hard to be display with my configuration, so where could be my problem ?
You’re rendering your scene 8 times and wondering why you’re not getting better frame rates? Sorry but I’m confused, if you’re doing an 8x render and still getting 40-60fps that seems within expectations to me. Without this 8x render, what is your frame rate?
In any case, it’s impossible for us to really tell apart from asking questions like the above and what you mean by “Mo”, is that referring to megabytes? If so, does reducing texture usage and/or poly counts help at all? (can it be done without sacrificing too much quality) That may be a way to help speed things up, but I’m still wondering if what you’re after is even realistic (I may be misunderstanding what you’re after so feel free to correct me if I am!).
Its hard to figure out what your asking. Although the editor and Unity web applications are capped at 60 fps. If you want more and have the hardware either try standalone or use Application.targetFrameRate.
Thanks for your answers.
Actually it’s a standalone application and my framerate is 60 to 100 fps.
I need at least 200 fps because the scene is rendered 8 times (for a stereoscopic effect) by an other plugin which takes an openGL application to calculate 8 differents renderer
I guess I have already the best framerate so I need to reduce the texture size and my number of polys in my scene.
How can I see the framerate in my application ?
I can see the framerate in the editor but not in the standalone application.
for the moment, to display the framerate, I use my plugin which allows me to have the stereoscopic effect and there is 100 fps, it’s not enough for me.
I though that Unity limited the framerate but apparently the targetFrameRate is set to -1.
First you should do a test with a very simple scene and the 8 x renderer, to see if it is at all possible to get the frame rate up to where you need it, and to see what those results look like, so you can see if you are chasing a ghost or not.
Use this. You should use that in the editor too: the “framerate” you see in the stats is how long it takes to draw the graphics; it’s not the framerate of the application. Although note that framerates in the editor are usually quite a bit lower than an actual build.
I use this script but I think it’s not efficient because I have 20fps on my laptop with no graphic card and 30fps with my PC with Geforce 260GTX with the same options and resolution. And my plugin which recalculate the scene is more sure I think and it display 60-100 fps for 1 render so 7fps with 8 renders.
I will try with a very simple scene. I think my scene is too hard to be display 8 times on a 1920*1200 screen and that’s all.
Go through the optimisation information in the docs. There are many ways to do the same thing in Unity and some are more expensive CPU wise that others.
There are lots of threads on this forum, especially under the iPhone area about performance optimisation tricks.
The problem is :
8 renderers in parallel and not Unity
I have test my plugin with a very simple scene I have 5000fps with 1 render and only 10 fps with 8 renders
I think the plugin is build for multi GPU. thanks for all.