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Open world framerate problems

Discussion in 'Editor & General Support' started by beuzel, Apr 27, 2014.

  1. beuzel

    beuzel

    Joined:
    Jul 22, 2012
    Posts:
    16
    Hello,

    We are developing an open world game. The framerate is ok as long as you don't turn the camera left or right. Then we measure an impact from 30 to about 20 frames on ios and android and about 10-20 percent on windows and mac. Dolly the camera doesn't affect the framerate. This is very unpleasant when you drive a vehicle in the game.

    Technically we use unity terrains of size 1000x1000 (data size and geomtric size). All the time 9 terrains are loaded, the player is in the middle one. The cameras far plane is set to one terrain size. The framerate problem arise when the artists fill all the landscape with game objects and unity trees. Profiling the problem tells us the problems are the unity trees, but removing them didn't solve the problem. Setting the terrains pixel error to maximum doesn't solve it either.

    Any ideas?
    Chris
     
  2. MD_Reptile

    MD_Reptile

    Joined:
    Jan 19, 2012
    Posts:
    2,663
    Disable the rendering of them somehow. If they are behind the player, or to the sides of the player, do not enable renderer on them. There are a few asset store packages which would help with this, but a basic system that just checks if they are "in front" of the player or not, and disables renderer of ones out of screen, would suffice in a case like this probably.
     
  3. beuzel

    beuzel

    Joined:
    Jul 22, 2012
    Posts:
    16
    Thanks for the answer. We finally found the cause. The problem is when at least one Unity3d build in tree in the scene, even when the tree is represented by a two polygon gameobject.
     
  4. Suddoha

    Suddoha

    Joined:
    Nov 9, 2013
    Posts:
    2,824
    Isn't that managed by frustum culling? oO I thought they wouldn't be renderer anyways if they're not in the viewing angle.
     
  5. beuzel

    beuzel

    Joined:
    Jul 22, 2012
    Posts:
    16
    Not using unity trees solves the framerate problems. Another good speedup are the terrain settings pixelerror and basemapdistance.