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Question by leevito · Jul 20, 2017 at 07:56 AM · graphicsoptimizationaudiosourcedeferred renderingpointlight

GPU other and deferred lighting optimization

alt text

Hi, I am an indie game developer and I have not done any optimization before. I learned few stuffs like occlusion culling, static batching, and pooling and none of it could solve the problem of reaching 60+ fps.


few things I have that are I guess unique in my scene is that

  • I am using deferred lighting and have more than 100 point lights (realtime)

  • there are lots of audio sources (around 30)

  • heavy use of image effects

  • two cameras (1 for the scene, another for the hand only)

  • clipping plane is 30 only

  • batches maximum 1000

  • maximum numbver of verts and tris less than 200k

  • setpasscalls around 900

  • using a lot of LOD groups


I have 4 floors identical to each other but I have a script that moves static objects up to the floor I am in to reduce objects

Can anyone please help me with this problem? I have been struggling with this problem for weeks...

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