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Using Automatic Portal Generation, low FPS on PC but high on Apples
My studio has created some decently sized scenes for our projects. Our latest project consists of a national park with trees, a river system, terrain mountains and lots of props. We tried to design our scene to take advantage of occlusion because it has worked well in the past. However this current national forest scene is our largest yet so we decided to use Automatic Port Generation for our occlusion bake to help with all the dynamic assets.
After the bake we build from one of the more powerful office Apple computers and when playing the executable game on an Apple the game runs great. When running the game on a pc though the framerate drops to an unplayable level. This is also happening in the editor, where after you do an APG occlusion bake the apple run fine but the PC's run horrible. We have no clue why this is happening.
Any help with this issue would be greatly appreciated. If you need more information about our situation please ask.
Thanks, Jesse W-Level Artist-Secret Frog Studios
I've have been researching the occlusion bakes we have done across multiple projects. It seems that on the PC side of things when viewing the profiler and in-game FPS, it is very expensive on the cpu to calculate the culling from the occlusion bake. I have found that not having an occlusion bake makes our game run twice as good framerate wise. This is only on the PC side of things once again.
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