im currently spending time on picking up an engine for a new game.
what i noticed about the unity demos i’ve tried, is that the movements didn’t seem that smooth to me.
for example: i have tried the avert fate demo. the cursor did not seem to be synchronous to my mouse movements.
since avert fate has pretty up2date graphics i’m asking myself if unity can’t handle that LOD on a higher solution or was the thing i noticed about scripting issues?
the game was run on a Q6600, geforce GT8800, 4GB ran, vista ultimate. 1920*1024. but i noticed the same thing under lower solution and in other unity demos.
and do what do you think about comparable engines (Torque 3d) as far as my point is concerned. the game is about to have ~5k verts per model with around ~10 permanently on screen + environment.
If I would have to guess, I would assume two potential roots:
You allow the graphic card to render ahead as far as it wants (-> driver settings).
You choose too high settings for your rig. Don’t go for fantastic quality as the antialiasing is definitely too much for your card to handle.
With your target unity is more than fine to handle it and you can go up pretty far with the visuals in such an environment.
I would recommend to experiment yourself with the free version and see if it happens there too. if it does, then likely something on your system is missbehaving and causing the behaviour (outdated drivers, “security app” that messes with running applications, …)
well, i just noticed that it’s not about the frames per second. it runs well under the highest resolution and fantastic details.
it just seems to me, that ethier the camera is following my mouse smoothly, or the density is just extremely low, so i didn’t experience this as normal.
just to comment on this, avert fate becomes unresponsable or slow to react to weapon change etc if your performance peaks over 60 fps and under 30.
Reason? Well I noticed the same thing when I added some game functions in FixedUpdate, moving them to Update themselves made the game perfectly smooth.
PS: I am not talking about changing avert fate : p
just tests I ran with my own scripts etc.
Try forcing vsynch in video drivers and see if that fixes some stuff. ; )
The VSync is a very good point.
All unity games I’m doing actually have VBL enforced on all quality settings because running faster than the screen can will not give you more than headache and heat in the room.
As high as possible FPS are only good for benchmarking purpose.
I’m additionally planning to add an original UT like frame limiter to the options. (ut allowed you to set your max frame rate, it wouldn’t go any higher than that. that was great for notebooks and alike … in unity you can then set the targetframerate of the app and you are set … will give you app a fair amount of cpu time back to either save it or use it with ai)
To my knowledge it was the max framerate, because it allowed my notebook to reduce the cpu load when I set it to 60 (more didn’t make a sense, notebook is notebook and having more fps than a tft is giving you is pointless. Heck I even enable vsync on my dualscreen GTX280 core i7 system … gives more cpu and gpu time to be used for usefull things like physics, ai etc)