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My game has a very Low fps (about 8-10) fps when i look straight ,,, Both in editor and mobile,,,
I have a scene where i have some buildings made by simple cubes,,, Tris and verts count is high and is more than 3-5m,,, when i look towards high tris and verts direction i get a 8-9 fps,,, but when i look down and full upword i get smooth framerate more than 80fps,,,, i know i have to reduce tris and verts count because a cube has more count of these than a quade or plan,,, So i have disabled all the data of my scene except the player ,,, tris and verts count became less than 10k but fps was still very low,,, about 10 -17 fps,,, This is really discouraging me,,, Here is my scene stats after i disabled almost everything ,,,, Please help me with that i am working on my final year project and i cant show a game that has a very low fps
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Well I can tell you something is clearly wrong in your scene cause 1,795 is a heck of a lot of batches. I would start there and figure where the heck all those are co$$anonymous$$g from
I have just read about batches and draw calls,,, Tried solution available online,,, i have marked all my non moving objects to statics and turned on static batching,,, i have done this before it reduces batches and draw calls,,, but my game build apk size jumped to 190 mb from 70mb,,, here are the stats after enabling static batchinh,,, fps is still very low
You have to many objects in that scene 4.9 million triangles. What you should work on doing is creating LOD's for these objects if you haven't already so that the further they are from the camera the less triangles they will be made up of. And make sure your objects that are moving are set to static like you said you did but also make sure you bake that lightmap rather than trying to render 4.9 million tri's in realtime lighting
Answer by hectorux · Jun 25, 2018 at 04:45 AM
Do you have a coroutine using a loop out of control? Also, 5millions of polys are too much, i try to work to not more than 1million, and that is if its just a walk, anymore complicated can block everything.
Answer by Konniskatt · Jun 25, 2018 at 04:54 AM
You tried occlusion culling? That is one of a lots of ways to optimiz you game. Also you can use normal maps or heightmaps instead of use a high-polygon 3D model.