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Reducing Lag due to Large Particle Systems and Trees
In my game, I have a significant number of trees just painted onto the terrain so as to create the semblance of a forest. This usually causes my computer to lag whenever the trees are in sight. In another scene, I am trying to simulate a snow storm, which I feel I can only achieve using a large particle system. This gives my computer major lag. My computer is not old or anything, it is just a lot to render, but I don't know how to go about this any other way.
Does anyone know a way of reducing the lag while retaining the size and quantity of objects I desire?
I think some more information on the particle systems and trees would be nice - for example, are the trees just sprites or meshes, or are they the StandardAsset trees? $$anonymous$$aybe reduction of sprite resolution or mesh polycount could do it.
The trees and particle systems are standard assets. The particle system is a dust storm.
as @baci suggested. If you want to keep the size and quantity of objects, you reduce the quality.
Answer by emc233 · Dec 26, 2013 at 06:47 AM
you can decrease the clipping plane in main camera object. This will lower total objects rendered and increase speed.
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