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Low fps with only a few characters?
So I'm looking at the profiler and I'm under 50 drawcalls with total Tri's at around 30k. I have 4 characters total, each of them are 4k. 1 3rd person player. 3 enemies. Textures are all 256.
Now with only these 4 characters on screen, I'm only getting 20-25 fps on my samsung epic android, which is better performance than the iphone4.
Why is my FPS so low with only a 4 animated characters? Only when I have all 4 characters in view does my FPS drop. When I look away it goes back up to 50
The total tri's in my view should be half of what I stated, so that's even more crazy.
Here is the profiler info if anyone could give advice maybe I'm doing something wrong I'd really appreciate it!
Rendering: Draw Calls: 58 Tri's: 32k Used textures 26/10.8 MB
CPU usage: Highest memory consumption:
Camera render, 31.3% total MeshSkinning.Update: 16.0% The rest are below 7%
I disabled most of the scripts I thought could be affecting this, and it's still the same. What can I do?
I really don't want to have to target 2011+ hardware only :(
Answer by AaronG · Aug 11, 2011 at 10:17 AM
What do the characters consist of? Because I don't think you should be having that many draw calls for such a small amount of models.
Yes only one material, I also tried replacing my characters with Penelope, so with about 7 penelope's on screen at once with animations, my FPS is still pretty low about 20-25.
It does increase by 10 fps when I disable my AI scripts on all of them, but I'm not sure if that slight increase is what's really the problem. Since penelope is very low poly and only 25 bones, with a total of 200-250 bones on screen at once I should be getting like 60 fps.
What's going on here? Could it be that my phone is not as good as the iphone4?
Could copy pasting each character with the AI script attached and just duplicating ins$$anonymous$$d of instantiating cause the problem?
Answer by spk · Mar 08, 2013 at 02:21 PM
Are you using expansive pixel shaders on your characters? If they occupy a big portion of the screen, you might actually be fillrate bound. It's hard to say from your description.
You need to find where your real bottleneck is via profiling. Is it the CPU? Is it the GPU? If GPU, are you fillrate or geometry bound?
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