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Question by ChekbooM · May 16, 2013 at 07:13 PM · performancewebplayerstatic batching

Static Batching Performance issues on WebPlayer on Low end PC

Hi,

We’ve noticed performance drops related to static batching on Web Player on a low-end PC.

Here are its main specs (detailed specs attached in the DXDiag file):

  • OS: Windows XP Professional SP3

  • CPU: Intel(R) Pentium(R) 4 CPU 3.00GHz

  • Memory: 3064MB RAM

  • GPU : Intel(R) 82945G Express Chipset Family

We made a simple test scene with 100 spheres having 960 tris each:

In Unity 3.5.6f4:

As soon as we enable Static Batching(SB), the CPU load increases significantly from 10ms without SB to 25ms with SB. MeshRenderer.RenderStaticBatch taking all of the rendering time.

No Static Batching: alt text

With Static Batching: alt text

In Unity 4.2.0b2:

It’s even worse, going from 12ms to 51ms! Also the Verts count skyrockets from 55.9k to 428.8k…

On iOS, Static Batching works perfectly well reducing Draw calls and rendering time. Do you have any info on this?

Thanks

Alex

04_100spheres_sb_01.png (144.3 kB)
03_100spheres_nosb_01.png (156.1 kB)
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