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GPU other and deferred lighting optimization
Hi, I am an indie game developer and I have not done any optimization before. I learned few stuffs like occlusion culling, static batching, and pooling and none of it could solve the problem of reaching 60+ fps.
few things I have that are I guess unique in my scene is that
I am using deferred lighting and have more than 100 point lights (realtime)
there are lots of audio sources (around 30)
heavy use of image effects
two cameras (1 for the scene, another for the hand only)
clipping plane is 30 only
batches maximum 1000
maximum numbver of verts and tris less than 200k
setpasscalls around 900
using a lot of LOD groups
I have 4 floors identical to each other but I have a script that moves static objects up to the floor I am in to reduce objects
Can anyone please help me with this problem? I have been struggling with this problem for weeks...
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