I want to make a survival game in a forest, so like any other game like this I need an open world forest. I made the terrain and painted the textures, everything was ok until I have painted some trees to check the performance. I know this question was asked many times before(will cover some old threads below) but there was no clear answer so I want to make this thread in such a way that can help everyone with this problem. Target platform is Windows PC. Terrain: I have generated the terrain using unity terrain tools, I have one main terrain of size 1000x1000 and 4 neighbour terrains with the same size used for background mountains (terrain settings can be seen in the picture below) Camera: Camera settings are the default ones except the Clipping Planes Far one that is set to 10.000 because I use a day and night system and I have a Plane Moon texture that orbits around the terrain and I wanted to add a cool flare effect to it. Even if they are rotating together they weren't aligned and the only solution I found to align them was to move the moon very far away. If there is any other way to do this I will be very happy to know about it. Trees: This is maybe the most important part of the issue everything was ok until here. This is the asset that I am using https://assetstore.unity.com/packages/3d/vegetation/trees/conifers-botd-142076. I haven't changed the settings in shaders except the GPU Instancing check-box because I found somewhere that it can help to increase performance. Unfortunately in the package there are only 4 trees and since I want to make this a large open world scene I need a more diverse enviorment so I tried to use this pack too which has very nice trees built using the tree builder from unity but these have other problems( very dark on one side of the directional light and bright on the other) so we will stick for now with the trees in the first pack. So we can see that the creator thought a bit optimising them, we can see a LOD group component added. Here is the LOD0 object. Performance stats: When graphics are on ultra the stats are the following: CPU: main 26ms FPS: 37 Batches: 600-1.8k Tris: from Hundreds of thousand to 20 Million Verts: same as trees SetPass calls: order of hundreds These performances were when the FPS Controller(Camera) was in a moderately dense forest (brush density of 40) if we can achieve ok performance in a forest this dense it would be great. On high settings there is some improvement the Tris and Verts are like a quarter and the lag is a bit smaller. It's not really about FPS, in the end it's not a shooter but the lag when the player is moving in the scene is just to big to be playable and I also want to add flowers, grass, rocks, and small cute details like mushrooms and pebbles. 5. Lighting: I am using two directional lights(one for the moon and one for the sun) and they change intensity and rotation during time change. They are both set to Realtime Mode and soft shadows. In the future I will want to add a lighter to player hands(Point Light). In the lighting settings I use Enviorment Lighting to Color and I transition between day ambient color and night ambient color in a script. Ambient mode is also set to Realtime 6. Post Processing: For now I have only 2 post processing Profiles and I blend them into a third one that I use for my Post Processing Volume, using a script and Mathf.Lerp 7. What I found and tried: (if I am wrong anywhere please tell me) Static batching: As the name suggests this is used for static objects. From unity docs: "In order to take advantage of static batching, you need to explicitly specify that certain GameObjects are static and do not move, rotate or scale in the game." Since I have wind this option is not suitable for my game, or I think so. And also there is this, on the same page "For example, marking trees as static in a dense forest level can have serious memory impact." https://docs.unity3d.com/Manual/DrawCallBatching.html Occlusion Culling: I have seen this option and seems very interesting and there is a little more work to do on this one but if there is no other way(tweaking some soft quality settings or tricks) I am happy to learn how to that and try it out, that's why I want to this now before adding stuff later because it's easier to modify the project in this stage than later. https://gamedev.stackexchange.com/q...uce-the-performance-impact-of-rendering-trees his problem was he hadn't Realtime GI enabled , as I said above Ambient Mode it's set to real time. Combining Meshes: I have read that this can help too but haven't found some clear way to do it. If you need more details about the project dm me and I will provide you with any info that can help me get over this. Thank you in advance!