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Standalone Build Extreme FPS Hit
First time posting on the forums, but this issue has been driving me crazy for the last 4 or 5 hours, and I recognize how broad and non specific it is.
Basically my project within the editor runs at about 60-70 FPS, when the project is compiled into a standalone build the project runs at about 4 FPS. I assume this has something to do with the mass physics in my project but I do not run into these issues in the editor. There are no warnings, no errors no nothing, the massive FPS hit can also be seen if the profiler is open in the editor at the same time.
Any Ideas? Thanks.
Running 4.5 on a 3930k & 2x7970s
You didn't notice anything in the profiler? Can we get a screen shot of the profiler after some data is collected on the scene(s) in question?
Check through the quality settings for the build, and try setting them down.
Do you have any elaborate geometry or shaders that might be an issue in the built player?
Did you enable script debugging? Each error in the log costs several milliseconds, which can add up fast if your project is throwing dozens of them per frame.
Without more information, we're just taking stabs in the dark. Try removing components of the game until you identify one or more of them which seem to cause the problem.
Landern, I did notice the hit in the profiler, its all my dynamic shadows. Tanoshimi, i have checked the settings, the problem is not optimization, Rutter, I have simple geometry but fairly heavy Lux Physically based shaders.
The answer to all these questions is the performance is not a problem it runs perfectly within unity its when its compiled to its own standalone build the frame rate hit is observed. There is no profiling or debugging options enabled and even when debugging is enabled no errors are recorded.
Answer by screenname_taken · May 29, 2014 at 08:22 PM
Perhaps you have the profiler or script debugging selected in the build options?
Could it be that you have a "find" call in an update loop ins$$anonymous$$d of Start, or perhaps try to find something lots of times by name in a heavily populated scene? I'm just stabbing in the dark here, trying to remember of things that make stuff go slow. (Or a custom shader that isn't as optimized as it should)
I can't find anything like that, I think a lot of people are kind of missing the point of my question, its not so much what is causing performance issues it why there are only performance issues when compiled but not within unity.