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Performance Expectations
I'd like to get a ballpark idea of what the experienced Unity developers expect for FPS in their games. A benchmark from the experts so to speak. This way I have a better chance of gauging whether or not I'm doing something wrong.
I have:
Windows 7 64-bit, average machine.
Unity basic - current build
Space standalone with dynamically loaded scenes
Scenes transition instantly with game state preserved
My underlying model has about 10K planets in a Galaxy object and uses 23M physical memory (outside Unity) with no additional player content
The serialization (save/load) of the detail data is 965kb and saves instantly (enough)
Planets/clouds rotate, ship textured and moves with lighting, camera follows/orbits, etc
With 1024x768 resolution, I get:
Fastest: pegs right at 760 fps (assuming the tutorial FPS script is correct).
Simple: same.
Fantastic: Always get 60 fps no matter what I do.
How about you guys that know what you're doing?
P.S. I noticed that the build covers over a multitude of texture sins. My crappy planet seams are totally gone in the build. LOVE IT.
Answer by syclamoth · Nov 07, 2011 at 11:05 AM
Fantastic forces V-Sync on, which limits the framerate to 60! That's why it stays at that exact speed. Other than that, it's really a subjective matter of texture detail, what shaders you're using, how detailed your models are, and all the other canonical real-time optimisation things.
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