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Question by Siavash1989 · Jun 23, 2021 at 03:43 AM · performanceoptimizationperformance optimizationpclow fps

Great FPS Dilemma Even With Low Tris & Low Batches

Hi

I'm working on a forest scene for PC. I tried to highly optimize it by: ...

  • sharing less than 15 materials among the whole game objects ...

  • using Static Batching ...

  • using Occlusion Culling ...

  • turning off the shadow ...

  • turning off post-processing effects ...

  • using only one light source (directional) and one camera with Far Clip Plane set to 500 ...

  • using GPU Instancing (instanced indirect) for 5 tree types and 3 grass types ...

  • using LOD groups for all the individual game objects like buildings, rocks, props, etc. ...

  • setting the render quality from project settings to "High" ...

  • deactivating all my scripts just in case for possible heavy computations in the update ...

  • setting Unity Terrain to Draw Instanced, pixel error = 30, and Base Map Dist = 100 ...

I also may have done some other optimizations that I don't remember now, but as you can see in the image below, although the number of draw calls and tris is very low (at least to my assumption) for such a scene on the PC platform, the game is still suffering from very poor FPS = around 8.

alt text

Note: When I deactivate CTS (Complete Terrain Shader), FPS rises to about 13, but overall the result doesn't make sense I think. Can it be a shader-bound problem?

Also in the profiler, I have tall spikes with 80ms from Gfx,WaitForPresent. Anybody can help me with this, please? I really have nothing else to try like this and greatly appreciate any insightful suggestion. Thank you in advance.

stats-copy.png (352.2 kB)
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