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This question was closed Jul 08, 2015 at 10:38 AM by meat5000 for the following reason:

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Question by Vipul-Dudharejiya · Jan 03, 2015 at 11:49 AM · statsvramvboimprovelegs

How to Improve performance of the game by reducing VRAM and VBO Total?

In my racing game VBO Total and VRAM is so high which causes my games crashes when i am running it under iPhone 4s and other android devices.

how to improve performance all of this.. can anyone help me...alt text

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avatar image Vipul-Dudharejiya · Jan 03, 2015 at 08:56 AM 0
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is it possible to improve performance without using unity pro version? because currently i am not able to use unity 3d... so plz help me to improve performance in the mobile game...

avatar image Vipul-Dudharejiya · Jan 03, 2015 at 10:30 AM 0
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i have used reflective bumped specular to apply shine in my car. so i have to use it and not the mobile shader. is that cause my vbo total? how can i reduce without removing reflective bumped specular?

avatar image Vipul-Dudharejiya · Jan 03, 2015 at 11:59 AM 0
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which are the other area where i can solve this issue.

avatar image Vipul-Dudharejiya · Jan 03, 2015 at 01:34 PM 0
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plz helm me to solve the issue... i am stuck at this point. because my game is going nicely on the unity editor but cause issues when i run on mobile devices.

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Answer by Vipul-Dudharejiya · Jul 08, 2015 at 10:29 AM

1> To Reduce This, I have used Object Pooling for instantiate a new game object which will reduce the no of game object in my game object. So now in my game, i have total no of game object as per my requirement.

2> Secondly i have also reduced the size of the texture and also used POT texture to compress them in the memory.

3> I have used Resource.Load the new game object.

4> Used 3d model with low poly as much as possible which will reduce no of draw calls.

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avatar image meat5000 ♦ · Jul 08, 2015 at 10:37 AM 0
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A VBO is basically a mesh being sent to the GPU in crude terms.

You might use just 1 mesh but if you have changed the scale of each one a new VBO is created. $$anonymous$$eep scales uniform if you can.

Combining objects together in to one mesh, I've heard, can help reduce VBO numbers as your 10 objects will then exist in 1 mesh which actually reduces GPU spam.

https://www.google.co.uk/search?q=unity+recuding+VBO&ie=utf-8&oe=utf-8&gws_rd=cr&ei=b_2cVci5Aa2$$anonymous$$7Aa__p6gCQ#q=unity+reducing+VBO

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Answer by tanoshimi · Jan 03, 2015 at 01:39 PM

If your intended platform is a mobile device, it's pointless testing how it runs in the Unity Editor - a system which has many times more CPU, GPU, and RAM capacity - you need to be testing on the intended platform right from the start of your development.

I've already pointed out many common areas for performance improvement on mobiles, but to know which is causing the bottleneck for your particular game you need to profile.

Or, disable shadows, set mobile diffuse shaders on every material, static batch everything, decimate all your meshes by 50% at least, resize all your textures to 256x256 max and try it again. If it runs better, try re-enabling features one at a time until you reach the point at which you regard is acceptable performance.

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avatar image Vipul-Dudharejiya · Jan 06, 2015 at 06:44 AM 0
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thx for reply.. sure i am trying out ur solution...

avatar image Vipul-Dudharejiya · Jan 06, 2015 at 06:46 AM 0
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now i am using resources.load to instantiate object and remove all the car from play... just one car will be available which i have selected. thats working very fine.

but when i change the car the previous one that i have destroyed is still using my VRA$$anonymous$$ VBO Total. how to remove that..? 

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