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Question by jmaldzy · Dec 22, 2014 at 03:37 AM · fpsoptimizationframerateoculusriftcamera.render

Framerate drops and Camera.render is high

Hey, I'm creating a tour of the blood vessels in Unity, I used a mesh particle emitter to emit the red blood cells and other elements which flow towards the camera. alt text However every time I play or preview it the framrate drops to about 6fps and the profiler shows that that camera.render is at 98%. Any idea on what I could do to fix this and get rid of that lag? alt text

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avatar image Eric5h5 · Dec 22, 2014 at 03:51 AM 1
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It would help a lot if you showed what was actually in Camera.Render. That would probably answer the question, too.

avatar image jmaldzy · Dec 22, 2014 at 07:41 PM 0
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@Eric5h5 sorry I'm super new at this. I opened up camera render.opaqueGeometry seems to be the only active one. What does this mean?

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avatar image Eric5h5 · Dec 22, 2014 at 07:48 PM 0
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$$anonymous$$eep drilling down until you see what specifically is causing the issue.

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Answer by daterre · Dec 22, 2014 at 08:11 AM

Check the materials you are using for the mesh particles. If they are using a transparent shader ("Queue" = "Transparent"), they will have to be depth sorted during rendering which will cause the framerate to drop exponentially based on particle count. Use an opaque shader instead such as Diffuse.

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avatar image jmaldzy · Jan 02, 2015 at 02:39 AM 1
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@daterre I checked and it looks like I am using an opaque diffuse shader. I dug a little deeper into the profiler though, I'm not sure what this means but it shows particleSystem.renderSingle is eating up most of my camera.render?

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avatar image jmaldzy · Jan 02, 2015 at 02:39 AM 1
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@Eric5h5 its showing particleSystem.renderSingle is taking up most of my camera.render, what does that mean?

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