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Question by matthewh806 · Jul 14, 2014 at 06:26 PM · cameraperformanceframerateorbit

Camera performance issue

I had previously asked a question on a camera orbit issue I was having having , which I resolved by removing the lerp as it was more trouble than it was worth. However, I've now noticed a different issue with the orbit performance. When I run my game in the main game scene at > 100fps I get quite a lot of lag/jumps when orbiting the camera about my character, yet when I import my character into a completely empty scene with just the character model and a cube to stand on I get perfectly smooth orbits. The framerate is higher as expected, but I didn't expect this to make any difference as the framerate in the main scene is pretty high anyway.

I've noticed that the number of verts + tris are + 1M each at times, so I was wondering if that could be a contributor? I've spoken to the modeller working on the game to try and reduce the value as it seems pretty high.

If anyone has any other ideas it would be much appreciated

Its also been built and tested, just in case the extra overheads due to the unity environment were causing slowdown, but the issue still remains in the standalone

Thanks

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avatar image robertbu · Jul 14, 2014 at 06:27 PM 0
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If you replace your 1$$anonymous$$ triangle models with something simple, does the jump/lag go away? If so, then you might have an issue with your orbit code...not scaling appropriately by Time.deltaTime for example.

avatar image matthewh806 · Jul 14, 2014 at 09:22 PM 0
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Thanks for the response. I tried turning off game objects (trees and foliage for example, loads of them) and the tris and verts decreased significantly and the orbit did seem a fair bit smoother. So, I guess as unity has to render less its perfor$$anonymous$$g better, could it be as simple as that?

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