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Rendering taking a lot of profiler time, what can I do?

Discussion in 'General Graphics' started by DanielSnd, Oct 8, 2019.

  1. DanielSnd

    DanielSnd

    Joined:
    Sep 4, 2013
    Posts:
    382
    I'm trying to optimize my game as much as I can, so lately I've been implementing Addressables to reduce my memory usage and unload things that aren't being used and batching models to reduce my drawcalls numbers.


    https://i.imgur.com/rbADeks.png

    Today after a long time optimizing I ran the profiler on a development build and I noticed most of my time is being spent on Rendering. Culling seems to be taking around 3ms a frame.


    https://i.imgur.com/nDYOiFx.png

    The setpass and draw calls are at what I believed would be a manageable number (1.4k setpass around 4.3k draw calls).

    Is there something obviously wrong that I'm doing that you can see on the profiler? Can I reduce my culling time by doing something? I tried searching about disabling culling but that doesn't seem to be a thing.

    If you know of something that I should be looking into to further optimize my project please let me know, thanks.