- Home /
Is it just me or is performance is Unity 5 very poor?
Now I will admit my computer isn't top of the line, so just know that.
Ever since I upgraded to Unity 5 (back when 5.0 was released fully to every one), my performance has dropped significantly. I used to get 200+ fps in nearly every game I created in Unity 4, however in Unity 5 I get much lower, usually averaging around 80-100 fps.
I get that Unity 5 introduced new lighting and new PBR shaders (although they claim they're extremely optimized shaders, so), but this should not be happening. I have even switched all my shaders from Standard to Legacy->Diffuse/Bumped Diffuse. Still not a big difference. Baked lighting makes a different, but only around 30 fps is gained.
If I had 6 point lights in a scene in Unity 4, no realtime shadows: 100+ fps. With shadows it would be around 60-80. Unity 5 with 6 point lights no shadows: 40 fps. With shadows, 20 fps.
And get this, I actually upgraded my computer a bit from what it was from Unity 4. When I was using Unity 4 I had a very old single core processor, now I have a quad core with 4 threads that was free. Same GPU, although still not a very powerful one.
Can anyone help me? I've spent hours looking at optimization threads and official unity pages, so don't link me those please. I've tried all lighting paths, Forward, Deferred, both Vertex Lit (Vertex Lit is a bit faster, but it's only useful if I add a lot more verts into my models). Checked all of the 'optimization' options in the Player Settings. Optimize Mesh data, Preload Shaders, Static Batching, Dynamic Batching, etc.
I've also seen that people are complaining about performance on mobile, so it's obviously not just me. (I think haha) Thanks for the help.
You can't optimise performance by guessing; you need to know what part of your game is causing the bottleneck. I'm surprised that you didn't come across the profiler in your hours of searching, which has been available to all users since Unity 5.x and will tell you exactly what you need to concentrate on.
I use the profiler all the time when my game lags. $$anonymous$$ost of the time Gfx.WaitForPresent is causing lag, and I've looked into fixing it but I haven't found much. I've also found out that disabling vsync gives me more frames (obv as it tries to sync to the hz of the monitor), however this can bring in video $$anonymous$$ring.
High Gfx.WaitForPresent suggests that you're GPU-bound. What shaders/image effects are you using? Post an image of the GPU profiler here and we can take a look.
Answer by Pitzzacutter · Jul 16, 2017 at 10:58 AM
strong text Unity3d only good for mobile and not pc or other platforms cuz unity base make on flash ! and rendering in run time , not compiled
Answer by Hassan_N · Jul 08, 2016 at 06:21 AM
if you tried android with unity 5+ you will know the real suffer top frame rate 50fps with low shadow ,low texture and no particles "not mentioning how shaders can make you get 10 fps" it's really poor performance
I haven't used Unity on Android or iOS, if I do though I plan to use U4 as like you said, the performance is poor I guess. There's a lot of threads I've read about the bad performance on Android in U5.
Answer by Beloudest · Jul 08, 2016 at 08:53 AM
Latest Beta 5.3.4 I believe seemed to be an improvement.
I downloaded the 5.4 beta as the version you mentioned didn't do much, but in 5.4 from what I can see the performance has increased a ton.
Uhh has increases a ton? Where, it's still terrible to me. I have a game and when i export it from Unity 5.2.3 it runs 60 frames on my Lumia 535. When i export it from Unity 5.4 the frame rate is around 20! This is hopeless and i really need to work with the new version of Unity.
Your answer
![](https://koobas.hobune.stream/wayback/20220612084343im_/https://answers.unity.com/themes/thub/images/avi.jpg)