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Draw call difference in Unity 5.3.4 and Unity 5.0.
For the same map there is a large difference in the draw call for the unity version 5.3.4 and 5.0.
I am attaching the screenshot.
Unity 5.0
Unity 5.3.4
The whole map is static. Shadows for directional light is disabled as well. Because of this difference there is a fluctuation in fps as well.
Answer by danw_unity · May 12, 2016 at 10:52 AM
Have you taken a detailed look using the Frame Debugger? (http://docs.unity3d.com/Manual/FrameDebugger.html)
One idea is that front-to-back sorting is increasing the number of draw calls to reduce pixel fill cost, but your frame is actually CPU-bound. In this case it might be better to turn off front-to-back sorting.
If you know your application is more CPU-bound, then turning this behaviour off might be useful, e.g. "Camera.main.opaqueSortMode = UnityEngine.Rendering.OpaqueSortMode.NoDistanceSort;"
Let me know if that helps.
Camera.main.opaqueSort$$anonymous$$ode = UnityEngine.Rendering.OpaqueSort$$anonymous$$ode.NoDistanceSort;
This code solves my problem.
In unity 5.0.1 opaqueSort$$anonymous$$ode is by default set to NoDistanceSort?