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Troubles optimizing my game(batches)
Hello.
I'm in desperate need of help with optimisation of my game. It's going to be a mobile game. I'm having problems with heavy spikes when It's displaying a larger part of the level.
I tried two methods, one using the static batches and one combining mesh with AdvancedCombineChildren script. I'm having better results with the second one but it's still a nightmare.
Here is a screenshot showing stats for both of the methods: (combining top and static bottom)
As you can see the spikes seems to occur when the batches grow up. What i don't understand with the combining method is how i'm getting such a high number of batches while the SetPass calls growing is not that much.
Plus why the static method still makes that amount of SetPasses/Batches while all of the materials are exactly the same (it says it's saving about 1k of batches but there are still 1k not saved).
On a side not I had way better results before today. I don't understand why now it is so bad when all I did was supposed to optimize my game. A lot of inconsistents results makes me creazy. I will work on this question today.
Please help me!
Well, I changed absolutely nothing apart from reversing to the combining method and now the results are totally good.
The green highlited part is Gfx.WaitForPresent so it's not as bad at it seems even if I can't find why I'm having this without having the ability to profile the GPU.
As I said, very inconsistant results. Who knows for how long that will keeps good...