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Great FPS Dilemma Even With Low Tris & Low Batches
Hi
I'm working on a forest scene for PC. I tried to highly optimize it by: ...
sharing less than 15 materials among the whole game objects ...
using Static Batching ...
using Occlusion Culling ...
turning off the shadow ...
turning off post-processing effects ...
using only one light source (directional) and one camera with Far Clip Plane set to 500 ...
using GPU Instancing (instanced indirect) for 5 tree types and 3 grass types ...
using LOD groups for all the individual game objects like buildings, rocks, props, etc. ...
setting the render quality from project settings to "High" ...
deactivating all my scripts just in case for possible heavy computations in the update ...
setting Unity Terrain to Draw Instanced, pixel error = 30, and Base Map Dist = 100 ...
I also may have done some other optimizations that I don't remember now, but as you can see in the image below, although the number of draw calls and tris is very low (at least to my assumption) for such a scene on the PC platform, the game is still suffering from very poor FPS = around 8.
Note: When I deactivate CTS (Complete Terrain Shader), FPS rises to about 13, but overall the result doesn't make sense I think. Can it be a shader-bound problem?
Also in the profiler, I have tall spikes with 80ms from Gfx,WaitForPresent. Anybody can help me with this, please? I really have nothing else to try like this and greatly appreciate any insightful suggestion. Thank you in advance.