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This question was closed Aug 29, 2015 at 04:56 AM by getyour411 for the following reason:

Problems references a (now) known design issue.

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Question by MKayJay · Apr 10, 2014 at 09:36 AM · performancelagtrees

Trees greatly reduces FPS

Recently I reduced my terrain from 1024*1024 in size to 256*256, since my level was way too big. The level is a forest, and I used to have around 10000 trees on the old map. After I've reduced it in size, the fps is severely reduced (by 30-50fps) if I have more than 1500 trees on my map. Why is this? I am using Unity Free, so there's no occlusion culling (as far as I know) that should do anything different. I've posted a pic below, I hope there's enough info there.

Thanks

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fpsissues.jpg (499.8 kB)
fpsissues.jpg (75.8 kB)
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avatar image Andres-Fernandez · Apr 10, 2014 at 09:41 AM 2
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Just out of curiosity, what is the target platform (O$$anonymous$$G 15$$anonymous$$ triangles and 2k draw calls)?

avatar image MKayJay · Apr 10, 2014 at 11:01 PM 0
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It is for PC- But all the triangles and drawcalls are from the trees. If I disable trees It's less than 400 drawcalls. I did read somewhere that after version 4.3 trees have been severely bugged. Whether that is the problem or not I don't know, but it seems no matter how low I set the tree mesh amount, nothing changes.

avatar image Simon-Larsen · Apr 10, 2014 at 11:17 PM 0
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You could reduce the far clipping on your camera component. Other than that you could try and reduce the amount of trees. 1500 tree are also pretty many trees, but if all the 15$$anonymous$$ tris are from the trees then each tree is 10000 tris. Which is a lot for a tree.

avatar image getyour411 · Apr 11, 2014 at 01:12 AM 0
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How did you 'disable the trees' - are you saying these trees are all individual gameObjects present in your Hierarchy (or are they terrain trees)?

avatar image MKayJay · Apr 12, 2014 at 07:52 AM 0
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Currently in my game I have around 750 trees and only around 3m tris. There are other things in the scene than trees and I notice now my post earlier kinda mislead on that one, but -most of the tris- are from the trees. What I don't get is the amount of tris- The trees I use are from a paid tree asset, that have never caused me troubles before. I have tried reducing the camera clipping, but no usable effect there. The trees are simply "disabled" by going to the terrain settings and disable the drawing of the trees, which immediately fixes any performance issue. - The thing is before this happened I had a map 4 times bigger, and around 10000 trees, which was no problem at all. From what I've gathered elsewhere this is a 4.3 bug, that, from what I understand, causes way too many trees (maybe all?) to be drawn as meshes, ins$$anonymous$$d of adhering to the terrain settings, where you can set a maximum number of "mesh trees". Thanks for your input.

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Answer by getyour411 · Aug 29, 2015 at 04:55 AM

http://issuetracker.unity3d.com/issues/the-amount-of-mesh-trees-being-rendered-does-not-change-when-changing-the-max-mesh-trees-value

http://issuetracker.unity3d.com/issues/terrain-tree-culling-performance-regression

If you have additional issues not covered, please open a new bug.

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