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Renderer Optimization System - Draw Call Reducer Frame Rate Improver [RELEASED]

Discussion in 'Assets and Asset Store' started by BHS, Oct 10, 2012.

  1. BHS

    BHS

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    ROS has been released and is now live on the Asset Store!

    Buy here: ROS
     
  2. zipper

    zipper

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    Nice package :)
     
  3. BHS

    BHS

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    Great to hear, glad you like it.
     
  4. angel_m

    angel_m

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    Is a bump shader (non specular) included ?
     
  5. BHS

    BHS

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    No, but if you buy the pack we could make one and send it to you.
     
  6. angel_m

    angel_m

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  7. matis1989

    matis1989

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    Hi,
    today I was set ROS to my project and my fps was drop from about 120 - 90 to max 30fps with ROS. Profiler showing about 80% CPU usage is ROS script on my objects. Did I miss something or ...:)
    Thank you.
     
  8. BHS

    BHS

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    Very strange I'm not sure why. We tested this on multiple computers and it always increased the frame rate. Others who have bought it said it's been working great. How many objects do you have in your scene? Can you take a screenshot of your scene and show me? I'll try to figure out what could be causing it.

    ROS does use some cpu but it shouldn't be 80% (the 80% is within the scene not your entire compute, I think).

    We tested this on a Asus Laptop with an i5 processor and Intel HD Graphics 3000. When we tested the demo scenes we saw a huge frame rate improvement. Have you tried the demos we supplied? Do you see increased frame rate when the system is enabled compared to it being disabled? Maybe something was set up wrong within your scene.

    You can also try changing the ROS script from:
    function FixedUpdate ()

    to just:
    function Update ()
     
    Last edited: Dec 13, 2012
  9. BHS

    BHS

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    Hmm I figured you had a lot of objects and I was right. This is like minecraft status.

    When we developed ROS we expected it to be used with common games. We even did some complex tests with towns and terrains similar to Skyrim.

    This doesn't mean our system won't work with your game type though. It just means it has to be updated less frequently.

    We'll do some research and find a solution for your game type. We are always wanting to improve our systems.

    Give us some time and we will release a patch that will better suite your game type along with anyone else who will be having 100,000s of items on screen using ROS. I'm confident we can find a solution. Sorry for the inconvenience, we will get right on updating it.
     
  10. BHS

    BHS

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    Sorry been a little busy due to the holidays.

    I'm not sure why you're having issues with your scene, but I'm pretty sure it's due to your terrain. I would need more info to help you get this figured out. Even though your terrain is only 15 prefabs it still has 100,000's of pieces which need to be faded and have their materials altered, which is what I'm guessing.

    What shader are you using for your terrain? How many times is it applied? Does the prefab consist of thousands of smaller pieces? I see thousands of little cube how do those work? Just because it's a prefab it doesn't make it one piece.

    If you could make a small example project for us to look at I'm sure we could get it figured out.

    What I'm thinking is that we will have to rewrite some of the code so it updates less often, as of right now it's updating every frame. We could probably make it so it updates every 5 seconds or so which should greatly increase the frame rate in your game's case.
     
  11. sleglik

    sleglik

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    It doesn´t look good :)

     
  12. RoyS

    RoyS

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    I was getting that, too, Sleglik. I thought it was because I was using it on a lower end computer (my internet computer) instead of my gaming computer. Or is that not the case with this Draw Call Reducer and it doesn't matter if you have a low or higher end computer?
     
  13. BHS

    BHS

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    This is simply the model's fault.

    What we did was apply ROS to certain models/detail on something like the house above. So when you are far away it doesn't render that portion of the model. Most models won't have "holes" like this. ROS in that demo, was simply demonstrating how it can target points in a model and remove some detail to lower draw calls and tris counts. We applied ROS to the wooden trim around the house.

    It has nothing to do with ROS it just isn't rendering that portion of the model. This is an alternative to creating many LODs for every model. ROS just removes some detail from the house. In this model's case there is a hole behind the detail, which is uncommon.
     
  14. BHS

    BHS

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    I'm sorry but we don't know what the problem is because you haven't given us enough information for us to find a solution.

    You say that your terrain is made up of only 6 parts but I see thousands of little cubes and you say they each have their own shader. I'm not familiar with the plugin/system you're using so there's no way for us to know how to fix it unless we see if for ourselves.

    If you could make a small demo or a small example project I'm sure we can figure it out, but you're asking us to help you with a terrain system we know nothing about.
     
  15. lzt120

    lzt120

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    See Attachment for easy reference. When the object inscrease to bit more. the script will be the killer of performance as it runs on FixedUpdate.
     

    Attached Files:

  16. BHS

    BHS

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    FixedUpdate has been changed along with other performance enhancements as of ROS Version 1.1 which is coming out soon.
     
  17. BHS

    BHS

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    We have been working hard on improving ROS and will be releasing a new version, ROS Version 1.1, soon. We are also working on a greatly improved demo to show ROS's true potentional. We will also do a comparison of a similar system that is used in Skyrim so you can see the similarities with ROS.
     
  18. angelodelvecchio

    angelodelvecchio

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    thank you , this looks great asset
     
  19. RayWolf

    RayWolf

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    Hi,

    I've got a problem with ROS, after I apply the ROS Shader to my Characters, dif+spec (or any other lol) I can see through the character, any range given. I think I did everything right with the ROS setup (without menu)...

    I tried it with opther objects, a stone wall e.g. and jep transparent again :/ The character or the wall arte fading in correctly but I can look through them on any time, even when fully vissible. Any Ideas what I did wrong? I use deferred lighting.
     
  20. martin999b

    martin999b

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    Hello,

    Will this work on iOS/Android devices?

    Thank you!
     
  21. sathya

    sathya

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    Hi BHS,
    Can i use this with ma custom shaders ? i Need fadeout feature but i am already using custom shaders.
    Are those ROS Shaders compiled ones ?
    can i merge ROS shader with ma own shader to get the benefit of fading ?

    Thanks in advance.