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Forward Rendering costs 50 FPS
Hi there.
In my project, I have to turn the MainCam rendering path to forward, because of trouble with the build in leaves-shader. But is it normal, that the forward randering drops my fps by -50 fps? My build runs with deffered with around 120-80 FPS, same scene with forward gives me just 40-68 FPS.
Are there some settings I should adjust!?
Thats my 10th question here, until now nobody ever could help in one of my problems. I still hope the 'super Unity-Community' will be worth it one time to be asked...
The super user community can only help if you provide detailed information about your problem... What is in your scene? How many objects, cameras, and lights? Point, directional, spot? Shadow casters? What shaders and how many materials are you using? These are all relevant factors in deter$$anonymous$$ing the rendering complexity of your scene.
Unity comes with a profiler which tells you exactly where CPU and GPU time is bring spent rendering each frame. Learn to use it, or post here if you have questions about interpreting the results.
But without that information, there's not much anyone can do but guess.
I have just one Dir light, one active camera, 22 $$anonymous$$ats by around ~100 shadow casters.
I just figured out that switching to foreward rendering increases the rendered tris by 1'000'000. Why!? I don't know.
Btw, it's not about that the super community never provided a solution. They just never answered or tried to before...
As tanoshimi said, framerate issues are dependent on many many different settings. Need more details. Check out the articles in Optimizing Graphics Performance
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