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Large simple ground/floor object killing android FPS
So I'm making an android VR game - to run on Pico - and what i'm finding is that it's dropping 20fps just for the adding of one large flat ground plane. The plane is 50x50 units/meters and is using the standard shader with NO texture on it.... This is a basic (i guess) optimisation question but i can't understand why that one object is costing so many frames. I've got a load of other normal objects in the scene - low poly trees etc and they're all fine... but for some reason - this non-shadow-casting flat plane without many polys kills the frame rate... Anybody want to fill me in on what i'm missing and how you go about ground/floor planes on mobile... Thanks!
Answer by ddulshan · Nov 28, 2019 at 03:34 PM
Have you tried Occlusion culling?
Thanks... but don't think that helps in this case? It's not that i want to cull the object. It's one big object. It's the ground you're standing on. Do want to be able to see it.... just not for it to consume so much fps...
Answer by WheresMommy · Nov 29, 2019 at 11:13 AM
Did you try to swap to another default shader to see, if this might be the problem? Also, what @ddulshan means is, try to split your floor up into multiple tiles so occlusion culling just renders the needed parts and not the whole huge plane. Anyhow, I am guessing the shader is doing some weird stuff.
Thanks... i've tried a few shaders including Legacy/Diffuse and it hasn't made any difference... surely you can't get a simpler shader than that...
Answer by rossstyantsemteq · Jan 10, 2020 at 03:11 PM
Mm actually I worked this out now... the big floor plane had baked shadows on it... and this shadow map, in order to have nice resolution up close, was too big or something i think. When i remove the baked shadows this works... or if i subdivide the plane up it also works (smaller multiple baked shadowmaps.) Boom.