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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:
With Static Batching:
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