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Dramatically low fps using Occlusion Culling
Hi folks.
I am developing a project for Android platform. One of my scene has a big part of a town (with houses, roads and so on). I optimized it as possible as i could, and i got nearly 60 FPS without Occlusion Culling (on Samsung Galaxy SII). But my game should be playable on older devices. That's why i baked an Occlusion Culling to make it faster, but my FPS dramatically slowed down.
Profiler say to me on the same scene (i show you the slowest and heavy operatons):
Before baking OC frame is rendered for 10ms (Culling take 1ms and RenderForwardAlpha.Render take 4ms).
After baking OC frame is rendered for 300ms (Culling take 60ms and RenderForwardAlpha.Render take 233ms).
What is happen? How could i fix this?
I forget to mention that Draw Calls, Triangles and Vertices count has not be changed : DC = 110, T = 35k, Vrt = 45k. $$anonymous$$emory params don't changed too
Very hard to tell without seeing the data but I am guessing one of three possibilities:
There's a bug in the OC
When you baked the OC for some reason you'e pulling in more objects than were being culled from the frustum, but this seems unlikely (surely the frustum isn't NOT culling with OC enabled)
Something else change that is killing your performance.
Given that your draw calls etc.. remains the same I wonder if it's something else that's changed or a bug - have you profiled the game on the device remotely, I would suggest you start by doing that and maybe it'll give you a smoking gun to the problem.
Yes, i am profiled my game on device remotely, but it is not affect performance, because i can see lower FPS in editor too. Without OC i have 800 FPS, with OC i have 450 FPS
By profiling I mean use the profiling tools to see WHERE the bottleneck is - it may be obvious that it's in the OC or it may be obvious it's somewhere else.
No, there is no difference (in my case) when profiler enabled or disabled. I always get FPS much lower with baked OC
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