WebGL performance help

Hey guys.

I have a built a scene in WebGL including a 3D rotating model and some UI.
For some reason i’m having terrible performance on lower end PC’s & on my PC after build.
here are some details:
1.When i play in the editor i’m getting around 200 FPS, after build i’m getting 60 FPS.
2.my PC components are : NVIDIA GTX 750, intel i-5 4590 3.3Ghz, 16GB ram, windows 8.1 ent 64 bit.
3.I have disabled shadows entirely in the scene & disabled on each mesh renderer the “cast shadow” + “receive shadow” + “use light probes” + " reflection probes".
4.I have assigned same materials to similar meshes and made all the mesh objects static which (as should) made some of them batch.
5.I downgraded my resolution to 128 and my real time resolution to 0.1.
6.when using the profiler the CPU is ok but the GPU is whats going crazy. when checking one of the spikes it seems to come from Mesh.DrawVBO and i see on the objects that its drawing the batched static objects that i have.
7.attached a screen shot from the scene + my light settings + the profiler with the GPU spikes + the profiler with CPU + the profiler with memory usage.

how can i improve the performance to low end PC’s?

Please help i’ve tried different solutions from the forum & still no luck

[UPDATE]
switched back to a backup and build errors disappeared.
The GPU still go crazy with spikes in Mesh.DrawVBO

Thank you
Jonathan

That’s super weird. The 60FPS thing makes me think maybe it’s just webGL vsyncing, but that doesn’t explain the odd profiler graphs.

The allocated and mesh memory seem pretty high though, maybe it’s worth investigating into that too?

As for the errors, what happens if you enable generate lightmap uvs on your model + clear your GI cache?

@PlatformSix clearing GI cache works fine but when enabling lightmap uvs in the import settings Unity get stuck…

Most browser do cap the frame rate to 60fps for vsync, so I would not expect to go beyond that regardless of machine performance. (Though it is possible to to disable this fps cap using hidden settings at least in Chrome and Firefox, which can be useful for profiling).

@jonas-echterhoff_1 , thanks, the eye can’t see more than 60 FPS anyways.
but the real problem is on low end PC’s as i mentioned where we get around 10-20 FPS