Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by ExtremePowers · Mar 06, 2015 at 04:12 PM · fpsprofilergpucpulow

Low FPS with no shown reason

I have a weird case of low FPS. When i'm using the profiler I don't see any indicators that should be causing low FPS, the game in the editor is using 600-700mb memory 5-10ms on both CPU and GPU, this isn't happening on the build version, in the editor I have 5-10 FPS. I have check the task manager and there isn't no reason for it to run at a lower FPS there either.

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image gcoope · Mar 06, 2015 at 04:18 PM 0
Share

Having the profiler itself has been known to cause frame drops because of all the calculations/readings that it's doing

avatar image meat5000 ♦ · Mar 06, 2015 at 04:18 PM 0
Share

Turn your camera to the sky in scene view.

Fix any errors.

avatar image ExtremePowers · Mar 06, 2015 at 06:07 PM 0
Share

@gcoope I have tried to close the profiler, with no result.

@meat5000 I don't have any errors. I can disable the camera, and everything else (GUI, scripts, etc.), without it giving me a higher FPS than 5-10.

avatar image meat5000 ♦ · Mar 06, 2015 at 07:26 PM 0
Share

Ok, I considered the effects of scene view on the rendering. Draw calls etc all add in from scene view too.

One reason is overheads. What version of Unity? Do you have Profiler access?

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by ExtremePowers · Mar 06, 2015 at 08:37 PM

I found the error, well no I didn't but I found the solution, I had installed unity 5 before I uninstalled 4.6, so when I uninstalled 4.6 it removed some settings that unity 5 used. This seamed to fix the lag I had and I now have 100-150FPS

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image meat5000 ♦ · Mar 06, 2015 at 09:39 PM 0
Share

Did you install it to the same folder? I didn't encounter this and I chose a fresh folder.

avatar image
0

Answer by gkepets · Mar 06, 2015 at 07:31 PM

Try labeling all the items you dont need to move as static. I had the same problem and this drastically changed the fps from 15 to 35. Also combine all the static items (parts of a map, terrain, trees, etc) into one object and label that static too. This decreases the draw calls and allows the cpu/gpu to process/ render more efficiently.

Comment
Add comment · Show 6 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image meat5000 ♦ · Mar 06, 2015 at 07:37 PM 0
Share

Indeed, the trade-off is higher memory footprint.

avatar image ExtremePowers · Mar 06, 2015 at 07:38 PM 0
Share

I can't really do that, since all my objects are dynamic, because it is a procedural terrain, but can I still mark my terrain as static? Because it isn't moving, but it is changed at runtime though. I only have the terrain and some gameobjects without renderers on them.

avatar image gkepets · Mar 06, 2015 at 07:40 PM 0
Share

Yeah, label the terrain as static too. Also use lightmapping for the directional light, so that it isnt rendering effects in every frame. Also try using fog.

avatar image ExtremePowers · Mar 06, 2015 at 08:14 PM 0
Share

$$anonymous$$y terrain is procedurally generated using Noise functions to generate a heightmap, it depends on a random Seed variable so the light would be different each time, + my light is constantly in movement to generate a day night cycle.

avatar image gkepets · Mar 06, 2015 at 08:19 PM 0
Share

Yeah, so that is going to be complicated. $$anonymous$$aybe a script to predict the seed it will use and then automatically generate a heightmap and lightmap? Idk anything else...

Show more comments

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

CPU + GPU for devices? 0 Answers

iPhone Performance Question relating to CPU-WAITS-GPU 1 Answer

High CPU GPU usage not showing in profiler 0 Answers

Steady FPS on Android. How can I achieve it? Profile analysis. 1 Answer

31% GPU / 60% CPU Load... 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges