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[iOS] Cpu spike when camera near to objects on
Hi i have a bizarre issue. I've got a racetrack, objects are all static and static batching is on. 18.3k tris 37k vert and Draw call is 3 . Using standart shader with ambient occlution map.
When camera is far, everything is ok

But when its near cpu spikes starts and fps drops down.

Probably due to the LOD optimization. While far away, items are simplified to render faster, texture are mip mapped allowing to use a faster version. Also, geometry may be simplified or even converted to planes (billboard).
As you get closer, more details are popping up and obviously it takes resources.
i have take LOD level to $$anonymous$$imum already. lod bias = 0 maximum lod level = 3
There is no any lod group object by the way. Geometry all same at near and far.
Switched to legacy diffuse shader and its works well with it. Probably you are right. Is there standart shader's LOD level ?
Considering the level of optimization that they put in there, I would think so. But I do not know for sure, just assu$$anonymous$$g.
It seems Standar shader is not optimised for mobile. Iam gonna use custom shader. It caused by shaders lod levels
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