Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

Graphics [SOLVED] LODgroup performance is not that bad after all

Discussion in '5.4 Beta' started by laurentlavigne, Jun 16, 2016.

  1. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,362
    Hiccups occur when an object that has lodgroup first appear in frame, the object is rather low on polygon at <1000

    I use LOD group mostly to switch shaders, from hi fi to lo fi.

    The hiccups happen in game and when navigating in the scene view.

    Is the use of LODgroup not recommended or has new restrictions?
     
    MrEsquire likes this.
  2. zeroyao

    zeroyao

    Unity Technologies

    Joined:
    Mar 28, 2013
    Posts:
    169
    Warming up your shader in advance would help.
     
  3. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,362
    How do I do that? Heating blanket or bouillote? If so, you have a specific model in mind?
     
  4. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,618
    Shader.WarmupAllShaders
     
  5. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,362
    Brilliant - still etting hiccups but this time, it's shuriken on first time display... any ParticleSystem.Warmup?
     
  6. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,285
    What version? We have improved this in the latest 5.4 betas.

    Also, you may want to consider turning off prewarm on any particle systems that don't require it.
     
  7. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,362
    b21
    What determines "don't require it"?
     
  8. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,285
    Just whatever that means for your game.. I guess it depends on your content and use-cases :)

    Another idea: to prewarm them from script, try ParticleSystem.Simulate with a 0 time step.
     
    laurentlavigne likes this.