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performance difference between gameview and build
Hey,
at our project we noticed a big difference between the framerates in the build and the gameview. Its has a lot of vertices to render (up to 10 million and uses Deferred Lightning with 8 lamps). In our example the view had around 20 fps, while the build with the same resolution had only 8-10 fps.
Is there any build option to get a similiar frame rate or is there any particular difference between the build and the gameview? Might it be possible that the Occlusion Culling doesn't work right in the build?
Regards, Florian
Is the build being ran on the same machine as the editor? If it's a different device, it could be the difference in power between the two that is causing the frame drops.
of course it's running on the same PC. But I still don't have any idea, why it's up to 3 times faster in the editor with the same resolution.
is this Unity 4.3? In this case check this out: http://forum.unity3d.com/threads/210543-4-3-Standalone-Builds-Really-Poor-Performance
No, I didn't use 4.3, but it really sounds like my problem.
Answer by Dracorat · Nov 13, 2013 at 04:47 PM
The build usually uses a different profile than the game view. Also, you might be rendering less with the game view if it's not full screen.
Edit->Project Settings->Quality - check what you're using there.
I already tried different quality settings in the build. Where can I set up the quality settings for the game view? Thanks. :)
You click it in the same screen so it is highlighted. The highlighted row is used in the in-game view.
Unfortunately that also wasn't my problem. I already tried a lot of different settings. :/
Answer by xmuveestudios · Nov 14, 2013 at 03:24 AM
Its quite possible that the gameview window uses a Vertex Lit rendering path. this means the game isn't running with the best graphics. Once you export [build] the game you can choose between Vertex Lit, Forward Rendering and Deferred Lighting. The Deferred Lighting will limit the performance and is usually used when the game is designed to be run on a handful of graphical specifications. This should help you understand
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